SweatyTBagger
SweatyTBagger
About
- Username
- SweatyTBagger
- Joined
- Visits
- 21
- Last Active
Comments
-
@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1952194#Comment_1952194
I disagree that survivor gameplay is only about decision making and that there is nothing mechanically difficult about survivor. I think that the looping is where you find the "mechanical" skill.
This is coming from someone who switched from controller to mouse and keyboard on DBD- I picked up killer just fine on KBM, without issue past my first 2 or 3 games??? (If even that many) but it took an embarrassing number of games (I'm not even gonna name my estimate of just how many LOL) before I could comfortably and properly control my survivor on mouse and keyboard to get to the same level I could have on controller (I'm STILL not even quite there).
In my own opinion, killer tends to require much simpler movement than survivor. The exception would be certain killer powers (Blight, Oni, Billy, Nurse, etc.) that require knowledge of how their hit boxes work, their movability/ability to turn, and so on and so forth, and then once you understand that, you must hone your ability to control that power. I would 100% agree that killers like that are, at the very least, just as mechanically difficult as survivor, if not even more difficult (and I do think there are many killers that require more mechanical skill than survivors). But if we consider chase interactions, survivor requires a decent amount of mechanical skill. You don't just get a fast vault on a dump truck tile by understanding how you get one and wishing that you would get one- you have to move properly. (Just like how I can understand that with Deathslinger, I see survivor, I get close enough to survivor, and I shoot survivor. I will not hit my shots unless I have mechanical skill and am properly acquainted with his ability. Same can be applied to a lot of killer abilities- you can understand, but you do need good execution/mechanical skill)
That's only a single example where good execution is important on a survivor's part and where you can easily separate a survivor with bad mechanical skill and one with good mechanical skill. Sharp and tight looping, proper angles for vaults, and timing could also be considered part of mechanical skill, no?
I would actually put Spirit at the very low end of mechanically difficult killers- certainly NOT any higher than survivor if you lumped both roles + every killer into one single category. Her power even seems to be more based on decision making and being able to pay attention to visual and audio queues (not really mechanics related?) rather than requiring mechanical skill. Even once you get to what separates great Spirits from good Spirits- good knowledge on typical survivor looping behavior which therefore gives them the ability to successfully predict/guess where the survivor will be even while ignoring the usual audio/visual queues- it still is more based on game knowledge and good decision making rather than actual mechanical skill.
So unless I misunderstand what you mean, Spirit actually seems to be one of the least "mechanically difficult" killers to me, and at least in my own opinion, not 1000 times more mechanically difficult than looping as survivor. Not to say she doesn't require skill, I just don't think it really is so much based on execution, you know? That just be my onion, tho
Very well said, idk what that Bubba pfp guy is on today
-
@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1949120#Comment_1949120
M1 and M2 is how mechanics are used but that doesn't correlate with the number of mechanics that come into play.
A spirit player -whilst phasing- has to deal with mechanics such as:
- literal blindness in terms of characters
- footsteps
- scratch marks
- breathing / grunts of pain
- moving grass if there's any
- and risks going into the cooldown-mechanic when messing up the phasewalk.
The survivor meanwhile literally only moves around and possibly uses a pallet or window to avoid the phasewalk with no other mechanics involved.
Sure a good Spirit won't miss but that's not the point. The bottom line is the killer has to deal with more overall mechanics making it more demanding.
Let a complete newbie play survivor and then Spirit. I bet you most people will pick up survivor gameplay more quickly than Spirit (especially since it's mostly sitting on gens if no one is hiding).
Youre talking about mechanics and saying spirit is more mechanically demanding but then to argue your case you basically say that theres a lot to keep track of so it makes it harder than survivor mechanics. Spirit is as lethal as she is for a reason, its not very hard to track whatsoever. If they go far you follow the scratch marks if they play to not leave scratch marks you have your headphones for that one. Her movement is the same as any other character she is barely any more mechanically difficult than regular m1 killers as far as movement and downing goes. While theres grass you have to keep track of like you said, survivors have to deal with an invisible killer walking around LOL, much more stressful to deal with than some grass rustling.
Survivor is infinitely more difficult mechanically than most killers, unless we're talking Nurse Huntress or other killers that require more skill. Theres a reason why theres 15 minute videos on how to perform a fast vault, and why an entire spirit breakdown is 15 minutes. With how much a mistake costs Survivor vs Spirit, its funny that youd even imply that spirit is mechanically difficult. If you lose distance youll get your power back in a couple seconds to try again lmao
-
@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/1933746#Comment_1933746
Until you get bad rng and you have to chase a Survivor around 1 single fence for a minute before getting a single hit?
Also, dead zones suck ass but Survivors can plan around them. Not much you can do with a god pallet other than break it as Killer.
Survivors are supposed to plan for dead zones they don’t even know are in yet?? Wow that’s the most killer sided thing I’ve heard in a while lmaoo. You know most dead zones are where pallets can spawn right ? Cmon bud
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1643079#Comment_1643079
LOL I wasn't talking about walking speed, I was talking about charging speed.
https://i.gyazo.com/182e381cd55910e5a7be22b9785f19d5.png
https://i.gyazo.com/ddbfd5791bc1cfb79de9a98ad42f6592.png
No time to react? Dude his power has a wave-like effect meaning it isn't instant. The comparison I made was getting greedy at the pallet, which means that the survivor has already looped enough that Bloodlust procs. Survivors want to be able to throw the pallet down knowing they can get hit through it.
Pyramid Head can hit you without even seeing you? Are we playing the same game? Unless he has some kind of aura perk he has to guess/predict where a survivor's position is.
You are seriously losing me at Huntress needing a line of sight. You clearly haven't played against good Huntresses or ones that throw bus-size hitboxes at you, which is more common than you think.
Might wanna look into human reaction my friend. You cant "react" to the glow, you can read where hes gonna think you are but thats it. Even if you train yourself to the best of your abilities theres no way to do it consistently even though I know youre gonna argue against that being a PH yourself. Average human reaction for visual cues is a fourth of a second and PH takes .23 to fully unleash the attack from start to finish. The glow doesnt actually start for .08 so its more around .15 - .20 which is too fast for even average audio reactions. And no, Huntress hatchets cant hit through anything. You might be experiencing latency my guy
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1642974#Comment_1642974
Huh? Pyramid Head fakes at 3.68. Huntress at 3.08... Which is only fair considering her hitbox isn't very forgiving AND she can also fake the direction in which she will throw.
Huntress can wind up right before you vault a pallet or a window. I don't understand how this is any different than what PH can do. The reason (as I've already stated) players get hit is because they want to loop around the pallet get greedy and use it as obstacle when it is already too late to do so.
My 4k hours on mainly survivor would like to say otherwise to that last statement. Don't presume to know my skill level when you yourself don't even know your own information regarding when Killers are slowed down from their normal speed.
Pyramid Head most definitely moves at 4.4 in his Rites bud. Theres educational DBD videos on youtube thatll explain to you his base stats. I can link if need be. Comparing the versatility in chase of 3.08 into 4.4 to 4.4 into 4.6 is just not doable lmao. Pyramid head can hit you without even seeing you either. Giving no time to react, unless youre part android. Not saying oh he just hits you through walls with ease but to compare Huntress who needs line of sight and minimal obstructions in between, and you need to aim it right.. Just brings me back to where I said its a trash comparison.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1642613#Comment_1642613
If you are seeing that, that is a bug. They took his ability to see auras in a previous patch.
I feel bad that every fake vault, pallet drop hasn't worked for you because it has actually worked for me. In fact, they use their power, miss and have to wait a whole 2.75 seconds... in which the survivor could easily gain distance or even drop the pallet on their face and stun them if they are close enough.
For me boring is running around in the same circle and dropping the pallet once you think they have Bloodlust built up. There is nothing interesting about that.
So, going back to Huntress and since you say there are so many mind-games. What can you do about a Huntress who has caught up to you at a loop and there is a pallet between you and her while she has a hatchet charged up?
Your options are:
• Fake the pallet and keep running, and she will simply cancel her hatchet and M1 you.
• Drop the pallet and go down.
These are the same options you have against a PH who has already caught up to you and can M1 you. The only reason she holds her hatchet and he holds his knife down is in the off chance you drop that pallet.
This just isnt a good comparison at all though. You cant compare faking M2's with the two because of movement speed alone. PH fakes at 4.4 while Huntress is super slowed down with the winding up/cancelling animations. When shes chasing you around a loop shes running at the same speed that Pyramid Head is doing his trail of torment. Juking a window is similar between the two but thats because its the counterplay to knowing youre not gonna make the vault safely, which is universal. Pyramid head also doesnt care about obstructions like Huntress has to. The comparison just wasnt it. Huntress can do a lot of damage in a short time but PH is a chase ender and top 3 at doing that.
Its oddly apparent that you dont play much survivor to associate their counterplay together, and thats fine. But its good to point out bias on these forums or else bad opinions run rampant
-
@TsukiYurei said:
https://forum.deadbydaylight.com/en/discussion/comment/1635568#Comment_1635568
Firstly cute.
I have never DC in DBD I only revived errors in game.
I make people DC as killer coz there like you, Second chance reliant and abuse it.
I enjoy both roles but shows what kind of person you are.
(Because you can’t loop or mind game)
So you rely on your cute second chance perks. People like you can’t learn and adapt.
Your the part of the community that ruins DBD so go play your fortnite ok and bag to get comfort.
And lastly go find your validation somewhere else you have to bag to feel good about yourself.
How pathetic.
LOLLLLLLL when you quote someone its a reply love. You got so heated going off on about second chance perks and fortnite outta NOWHERE LOL. I play killer bro, I made that dude dc. I hope you check yourself before you go off on another tangent next time my king
-
@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1635342#Comment_1635342
Plenty of killers feel the way you do, and plenty of killers feel the way I described. It's not a universal sort of sentiment either way. It's very hard to pin down what is considered a win for either side- a SWF may consider only a 4 man escape a win, some may consider a 2 or 3 man escape a win, and some consider a lucky hatch escape a win for the whole team. A solo may consider most of the team escaping a win even if they die, and most would definitely consider a hatch escape a personal win, if not a win overall for the team. Killers have a bit more of a difference- some consider only absolute 4ks a win, others are happy with a 3k+hatch escape, others go by the devs' apparent definition of a win (2k and anything other than an Entity Displeased), and some consider their wins by the emblem system+kills. I would assume most killers base a win on how many kills they got.
And you DON'T get Entity Displeased for one single survivor escaping out the hatch. This argument isn't about keys- I assume you already know that but I'm just making sure. As far as I know, we are discussing the existence of hatch, not the fact that you can skip a gen or two to escape with one or more survivors.
Iridescent isn't SUPPOSED to be a free and easy emblem to gain. It isn't a super close comparison, but I'd compare it to the Unbroken emblem for survivors- you only gain Iridescent in that category by not being downed a single time in the trial, otherwise the best emblem you can get is Gold.
The maximum amount of points a hatch escapee can deny you is 4, which would still be a Silver emblem, and that's only if you didn't hook him once already/he would have been your 9th hook. The minimum is 2, which still leaves room for a Gold Devout emblem. You can't gain an Iridescent Devout emblem from a game where someone escapes through the hatch (but that does not prevent you from gaining a Merciless victory) but you can easily gain a Gold just from killing 3 survivors, hooking everyone at least once, and having at least 9 out of 12 hooks throughout the trial.
If you get Entity Displeased at that point, it's not the fault of the survivor for escaping through the hatch- it's because you didn't get enough points throughout the rest of the trial.
The only other points you could possibly lose out on from a hatch escape would be Chaser and Malicious category points, which can be (and often is) denied anyway as the survivor can simply hide until he dies to EGC, so that is not entirely relevant.
Regardless, as far as Sacrifice/Devout emblems go, the game leaves you room to get Gold in that category even with just a 3k, which doesn't deny a Merciless victory as long as you did well in other categories.
And one other note- a survivor DC'ing for hatch still gives you 2 points for their DC. Slugging for the 4k is incredibly annoying for survivors so I personally don't blame them if someone does that if the killer takes forever to find the last person. I myself have never DC'd for hatch but I've experienced the 4k slug many a time and it truly gets old. Hook the person and have it over and done with. If neither of you know where the hatch is, killer inherently has an advantage (outside of it being purely luck based on whether hatch will spawn nearer to the killer or the survivor) because he can move freely about the map looking for the hatch without worrying about hiding. And if he already knows where the hatch is, great! He has priority when it comes to closing it as long as he is there first.
Your button idea isn't too far off from moris- at least survivors have a chance to gain points before they're offed by the killer with the 2-gens-are-left button. So that's a moot point. It sounds like you're talking about key escapes through the hatch, anyway- which I just mentioned earlier in this reply that we are not specifically discussing. We are solely focusing on open hatch escapes in end game as the last survivor, which in that case your button idea isn't comparable, anyways.
Now, as far as other survivor behavior goes regarding the hatch, some players are just extremely selfish and I don't really know how much hatch actually affects their behavior. Getting rid of hatch might stop some people from playing selfishly... but I honestly don't expect it. Some players play like jerks because it's fun for them. As someone who does main survivor, though, I haven't noticed enough jerk behavior based around the hatch to warrant a desire to remove it. It's once in a blue moon where I see someone who is deliberately and clearing sabotaging to get hatch because we either need a certain number of gens already done relative to how many survivors are alive (most jerk survivors are usually sacrificed at that point, in my own experience) or they're insane and willing to throw the whole game just to see if they can beat the killer to the random unknown hatch spawn location by being the last man standing. Most survivors already know that killers usually slug for the 4k, though, which renders it difficult to employ that little endeavor. I can't speak for your experience and I can't speak for a more killer sided experience. But again, I will reiterate, this isn't about keys- this is about the last survivor escaping from an already open hatch. I DO see selfish behavior from survivors with keys. But that's not part of this- keys are a different issue even with being related to the hatch.
Anyways, my question to you is, what would you replace the hatch mechanic with??? How is the game supposed to end after you kill the third person? Are the gates supposed to be powered automatically (regardless of how impossible it usually is to open them?) or do you have another idea? Hatch was the best solution for an annoying problem- survivors had to play very carefully, slowly, and immersively to have a chance of escaping in the past. Even if they weren't deliberately holding the game hostage, they were forced to drag it out if they were seriously trying to escape by finishing gens.
well said
-
@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1635262#Comment_1635262
Most killers consider a hatch escape an oppressive win
That's where you're wrong. Most killers consider a hatch escape as having the win taken from them (because it is). The Dev's try to push that getting two sacrifices should feel like a win, but the game itself and the community all will tear a killer apart for even considering it. The point system itself tells you "Entity Displeased", and the embless will barely get golds. Same with only 3 sacrifices in many situations. It's the most detrimental aspect of the game. There should not be a mechanic in any game that is simply a free win mechanic, especially that is against the side that has less players. It's like ltierally telling your player base that the singled out player doesn't matter in every match, and the dev's only care about the fun of the 4 people pitted against them.
Playing Killer is stressful, it's hard, and most times not even fun to play when you get into higher tier play. All of that and then to put the icing on top that survivors are just going to abuse a free win mechanic. Talk about dumb. What if there was a mechanic in the game where a secret button spawned on the map when there 2 or less gens left, and if the Killer finds it first - all survivors get claimed by the entity and the game ends giving the Killer "Entity pleased". I'm sure the survivors would love that. I'm sure no one would complain. I'm absolutely certain that the survivors would just go "it is what it is, but at least we got 3 gens". /s
- The hatch was introduced to give players that were taking the game hostage a free win mechanic to deter them from taking the game hostage.
- It deny's the killers of point and gratification for their skill, and takes away the fun from the game.
- Survivors delibertally focus around the hatch in dire situations refusing to do objectives
- Survivors will DC to give hatch, denying killer not only of another hook/sacrifice, but giving another survivor a free win.
- Survivors will take the game hostage to hide out for hatch against other survivors.
Is the fact that it ruins the games for Killer's in every unfair aspect possible not good enough for you?
- The existence of the hatch encourages other survivors to sabotage other players to force the hatch to spawn and open
- The exitence of the hatch encourages survivors to take the game hostage to get the free win mechanic than finishing the objective.
- The hatch is easier to use to win the game than the actual objective of the game.
Youre showing that you only play killer my man haha. You keep calling hatch a "free win" when you have to kill 3 people first. Its balanced because all 4 survivors need to work together to the last minute to make an escape on a decent killer. If two or even one of them is a complete potato, it doesnt matter if youre a good player. Does that mean I have to carry 3 bad console players, do all the gens and saves and then make it out the exit gate???
You bring up the medals but there are no medals for preventing hatch and no consequences to points or pips for someone making it out through hatch, there is only the missed hook. If a game is taken hostage by survivors its cuz you already won its literally a white flag. There comes a point when two survivors left cant do the last gen unless one runs the killer for 80 seconds. I think dcing for hatch is a coward thing to do but to act like its free and easy to get hatch when it randomly spawns and killer is faster and doesnt have to worry about being seen.. When I play killer and I have a nice gen setup and theres two people left and they have stopped working on gens completely I start looking for hatch. These survivors arent finding it with a map theyre looking while you are patrolling gens that havent been started.
If we took out everything that denied fun for the other side then killers would lose half their addons and lose moris, wouldnt be able to hook someone they just knocked, etc. But the problem with people who only play killer is because they arent looking at balance or fun for both sides, theyre looking only at killer side always. Its consistent with this forum. Survivors have the fun taken away from them ALL the time. In 3 games I get one more per usual. Which is way more often than I can say about dcing for hatch, or good swfs that bop you. Killers will take a problem they endure once per day and make it something that NEEDS to be changed rn cuz it annoyed you in the moment. While you might be a fair killer (most of the killers on the forums claim they play fair), your comrades give survivors a boring unfun experience all the time. Any one of us could be gone before 3 gens get finished and that isnt fun. Should hooks be taken out of the game LOL.
Hatch is super balanced. 2 survivors left for killer is super manageable and hard to lose even vs good survivors. While dcing on purpose for hatch is grimy and an exploit, it has to be that way in case someone actually dcs on accident. Is the hatch not supposed to open because yall fight two toxic teams a 3 hour killer session??? Dont let them get under your skin if they have to resort to that its cuz they lost so hold that W. You dont have to worry about fighting them again either they have the penalty lmaooo
-
@NoObzBoiYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1624526#Comment_1624526
I play on switch too! Switch is the best platform to play on because you can play anywhere you want to.
i play switch too and ive made you dc a couple times lmao i still have the screenshot
-
If that "30 second extra chase" isnt being used better than thats a you problem tbh. Unless youre tunneling, a person with DS is probably going down around objectives or other slugged/hooked teammates so its not really like a waste. You could choose to wait it out or do whatever you want tbh. Sounds pretty pessimistic to act like having a down or two isnt good enough pressure
-
@RelentlessShadows009 said:
https://forum.deadbydaylight.com/en/discussion/comment/1529312#Comment_1529312
It's simple really.
1. Once a gen is complete, a 30 cooldown is triggered. Gens can't be worked on for that duration. Survivors can run and hide, not a big deal. Also any other gen would be reset.
2. Add native regression for when a gen isn't being worked on.
3. Remove gen tapping.
Bro these are the points you're making, you just need to stop posting on here fr. Killers don't need to be babied they need to get better lol. These "Rank 1 Oni's" are not good Oni's if they get two whole hooks a match bro. 2 hooks in one match is embarrassing. So either the rank 1 killer everyone in this thread is fighting is just plain bad or someone's lying. You have to literally fall asleep mid match to only get two hooks as a red rank..
-
@RelentlessShadows009 said:
https://forum.deadbydaylight.com/en/discussion/comment/1531033#Comment_1531033
No they would not. I mean sure if you are a lazy player who's never played a more complex game that this. Sure if you need you hand held and wins given to you.
It's this simple, if one survivor can loop a killer while all the gens get done. Then all 4 can.
Sorry, I'm not a millenial, I'm not a casual gamer, and I'm not a mindless sheep that follows the flock.
https://forum.deadbydaylight.com/en/discussion/comment/1531033#Comment_1531033
Also, I was able to bring a key on my first day playing after a couple matches and getting one in the bloodweb. Didnt seem to complex when I had noob status. Still doesn't.
Bro what are you TALKING about??
"If one survivor can loop all gens then all 4 can" Who's running you for all the gens king??? LOL. Her point is strictly that if you nerf a side of the game based on a specific scenario that is 100% the most optimal way to play the game (Sweaty SWF) then you're not really doing any favors to the game's health.. Because obviously that is the MOST optimal way to play. The game's health is the best its ever been for sure, sorry that you struggle even during these times of MMR going against rank 16's every match running you for all the gens.
"Play a more complex game then we'll talk"
You sound like a neckbeard talking about complex games and calling people millenials ;P