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WaffleSSJt

WaffleSSJt

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  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/865373#Comment_865373

    I constantly lose as survivor. I'm pretty terrible at playing survivor, but even in games where I do play well I can often die due to bad plays by teammates. That's one of the more difficult things about playing survivor: your teammates. You get stuck with a random group of people, and even if you play awesome, even if you repair a bunch of gens and save everyone multiple times, you can die on your first hook because your teammates suck.

    My opinion is that solo survivors need to be buffed so that they have the kind of information SWF have. Survivors don't need more second chance perks with no counterplay that frustrate the hell out of killers; survivors need more information about what their teammates are doing so they can be better coordinated even without talking to each other.

    Do you play killer? I don't mean like playing it once at rank 20; I mean playing killer regularly, ranking up and playing Clown against a group of halfway decent survivors. Or playing Ghostface and trying to stalk survivors with Spine Chill or, ya know, eyes. I'm not being flippant, it's a serious question. Micromanaging games, trying to juggle survivors as killer, trying to effectively use killers' powers... even though I usually die as a survivor, survivor still feels like the much more relaxed mode to play.

    @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/865373#Comment_865373

    I constantly lose as survivor. I'm pretty terrible at playing survivor, but even in games where I do play well I can often die due to bad plays by teammates. That's one of the more difficult things about playing survivor: your teammates. You get stuck with a random group of people, and even if you play awesome, even if you repair a bunch of gens and save everyone multiple times, you can die on your first hook because your teammates suck.

    My opinion is that solo survivors need to be buffed so that they have the kind of information SWF have. Survivors don't need more second chance perks with no counterplay that frustrate the hell out of killers; survivors need more information about what their teammates are doing so they can be better coordinated even without talking to each other.

    Do you play killer? I don't mean like playing it once at rank 20; I mean playing killer regularly, ranking up and playing Clown against a group of halfway decent survivors. Or playing Ghostface and trying to stalk survivors with Spine Chill or, ya know, eyes. I'm not being flippant, it's a serious question. Micromanaging games, trying to juggle survivors as killer, trying to effectively use killers' powers... even though I usually die as a survivor, survivor still feels like the much more relaxed mode to play.

    I only played killer a few times, mostly Leatherface. I might sound like a complete cocky moron, but it was much easier than survivor. I mainly played it to get bloodpoints for my survivors and see if playing killer was as easy as I thought it would be. I killed all the survivors usually, but that might just be because Leatherface is OP? I don't know. It just seems to me like tunneling is very easy. I never camped anyone (I didn't want to be toxic), but that seems very easy, as well. You also get a lot more bloodpoints, it seems. I let a survivor go to be nice and I still got 36k! Seems mad to me.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/865352#Comment_865352

    The problem with strong survivor perks is that there are 4 survivors, so a really strong perk becomes even stronger when multiple survivors run it.

    The perks you listed were broken. Sure, I had fun running Mettle of Man as survivor, but I recognized it was completely unfair. Killers had no counterplay to that. I mean, what could they do to avoid proc'ing it, just never hit the survivor? MoM was so powerful that there was basically no reason not to run it. And DS was so disgusting that I refused to use it in its original form. It punished the killer for winning a chase. It was extremely unhealthy for the game. Those perks didn't make killers' games more interesting; they made playing killer even more frustrating than it already is. And when multiple survivors ran those perks, it made for miserable games for killers.

    (DS and BT are still strong. Hopefully one day Mettle of Man will become usable without being overpowered.)

    Survivor perks basically have to be about 1/4th as powerful as killer perks, otherwise survivors become too powerful. I mean, that's oversimplifying it, but I think it gets my meaning across. In an asymmetrical game, that's how balance works. If a survivor goes against the killer 1v1, the survivor is meant to lose. But if the 4 survivors work together, they can destroy the killer. A well coordinated team is a nightmare for most killers.

    But then why to survivors seem to mostly lose? I lose very often, and of course, the obvious answer would be "you suck'. But some of my friends have played the game for a very long time and still lose easily. It feels so unfair, and I know I'm complaining like a little baby, but I feel that this game is very killer-sided. Does anybody agree with me and my friends, or am I just a man child who can't process losing?

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/865320#Comment_865320

    The problem is, horror isn't necessarily a fast-paced genre. Stalking isn't fast, it's slow: it creates anticipation, builds tension, paranoia. Working on gens isn't a fast-paced, fun mechanic: it's slow. It's busy work for survivors that forces them out into the open so killers can find them. Trapper, one of the first killers, needs set up time. He has to go around the map, collect his traps, and place them in strategic locations.

    Fast-paced would be more horror action, like a zombie game.

    I suppose you're right, but I still think that the game should be faster in general. Doing gens with ruin is slow and boring to me. But at the same time, the suspense is great. Still, I think killers are OP. Even if they are hulking terrifying monsters, I still think most players should have a good chance against them. I don't understand why the nerfed things like Decisive Strike, Borrowed Time and Mettle of Man. Don't they all just make the game a little more interesting? You get a second chance, or a chase lasts a bit longer, further scaring the player. Maybe things like Ruin and Barbecue would be fine if the killers had perks equivalent to them in power. It would be scarier if I had more of a chance against them, as the scariness would go on for longer.

  • While I think that that's a little much, I agree that there should be a downside to camping or a way to prevent it.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/865274#Comment_865274

    Fast-paced and adrenaline-inducing? That's a tall order when there's only one killer and four survivors. Trying to juggle survivors is stressful as hell. I don't run Ruin myself, usually, but I understand why killers do. Without it, it's easy for a match to be fast-paced in that the generators go pop pop pop and the survivors rush out the exit gates within a few minutes.

    And the Shrine exists so that the game can't be called "pay to win." In theory (I say "in theory" due to RNG), all perks can be bought in the shrine with currency earned through playtime. No perk is available via money only. That is why the Shrine is a thing.

    @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/865274#Comment_865274

    Fast-paced and adrenaline-inducing? That's a tall order when there's only one killer and four survivors. Trying to juggle survivors is stressful as hell. I don't run Ruin myself, usually, but I understand why killers do. Without it, it's easy for a match to be fast-paced in that the generators go pop pop pop and the survivors rush out the exit gates within a few minutes.

    And the Shrine exists so that the game can't be called "pay to win." In theory (I say "in theory" due to RNG), all perks can be bought in the shrine with currency earned through playtime. No perk is available via money only. That is why the Shrine is a thing.

    I wrote a whole thing responding to you, but it got deleted for some reason. Anyone, in short, what I said was;

    - I agree with your point that shrine counters pay to win and rewards progression when playing other killers. I would be comfortable with it if there weren't so many OP killer perks on there all the time. Maybe you could do challenges to earn them when they were on there, I don't know. But all the good perks for survs I've seen on there usually get nerfed right after. Good survivor perks in general get nerfed.

    - Hex may be the only perk to counter gen rushing (and discordance, I guess), but is there no other way for the game to be fast and enjoyable yet fair? I can't think of one myself, exactly, but is there no possible way except making the game slower?

  • @PotEtU said:

    Shut your whining ass up

    As a survivor main i see that most killers need a buff. Freddy and GF are perfectly fine. Fairly easy to run around if you have more then one Brian cell

    I kinda want to point out the irony in saying "Brian cell" instead of brain cell. But anyway, Freddy is not easy to run around because of his incredible lunge and GF is very fast, very hard to stop from becoming a one-hit killer, and half of the time, you cant even hear him coming.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/865274#Comment_865274

    Fast-paced and adrenaline-inducing? That's a tall order when there's only one killer and four survivors. Trying to juggle survivors is stressful as hell. I don't run Ruin myself, usually, but I understand why killers do. Without it, it's easy for a match to be fast-paced in that the generators go pop pop pop and the survivors rush out the exit gates within a few minutes.

    And the Shrine exists so that the game can't be called "pay to win." In theory (I say "in theory" due to RNG), all perks can be bought in the shrine with currency earned through playtime. No perk is available via money only. That is why the Shrine is a thing.

    I agree with you on the second point. You do still have to play to get the perks and the shrine exists to counter pay to win. Agreed. However, I would be completely comfortable with the shrine if there weren't so many OP killer perks on there all the time. Any good survivor perk that is put on seems to be nerfed right after, probably because of complaints, but killer's good perks are not. I want balance, so that the shrine may exist peacefully. Also, Hex may be the only thing that can stop gen rushing (except discordance I guess), but is there no other way to make the game more fast-paced? There has to be some way to make the game fast, scary and fair. I can't exactly think of one myself, but is there no other theoretical way?

  • @Deltin said:

    https://forum.deadbydaylight.com/en/discussion/comment/865250#Comment_865250

    should work and will work are two different things. last time i checked the game was created by BHVR, not you. Also if the game where to be balanced atleast 1 or 2 people would die per match against any killer.

    I am not demanding they change it, I don't think I'm the developer. 1 or 2 survivors dying per game should be the average, only skilled killers should be able to wipe the whole squad. But right now, any Freddy or Ghostface, even if they are skilled or unskilled, can win with ease. That's not even taking the perks into consideration. Why is Hex: Ruin a thing? It only slows the game. Each match should be fast-paced, adrenaline-enducing and fun. Why is the Shrine of Secrets a thing? It allows players to unlock the most powerful perks without even mastering the character who owns it first. It shortens progression and playtime.

  • @Deltin said:

    https://forum.deadbydaylight.com/en/discussion/comment/865250#Comment_865250

    should work and will work are two different things. last time i checked the game was created by BHVR, not you. Also if the game where to be balanced atleast 1 or 2 people would die per match against any killer.

    I am not demanding that they change it, I don't believe that I'm the developer. 1 or 2 people dying per game should be the regular. Only skilled killers should be able to kill the whole team. But right now, anyone who plays Ghostface or Freddy wins pretty much all the time no matter how skilled they are. That's not even taking the perks into consideration. Why is Hex: Ruin even a thing? It slows the game and makes it boring. Every match should be fast-paced, adrenaline-enducing and fun.

  • @Deltin said:

    https://forum.deadbydaylight.com/en/discussion/comment/865232#Comment_865232

    1st off this game ain't competitive. sure theres a ranking system, but everyone complains about it.

    2nd off, balanced? come on now. If you wanted balanced we wouldn't even be arguring about adrenaline and NOED.

    1st off, this game is competitive. Competitive does not mean it has to have a competitive ranking mode similar to Overwatch, it means you face off against other people to win. It is competitive because you are trying to win and trying to make someone else lose.

    2nd off, of course I want balance. Every survivor player wants balance. I don't even understand you're point. You're basically saying, "we are never going to get balance so forget about it, that's not how the game works." That is how the game SHOULD work. It should be balanced, it should be fair.

  • @Deltin said:

    https://forum.deadbydaylight.com/en/discussion/comment/865228#Comment_865228

    please tell me your ######### joking. They're killers... not muppets. they're supposed to have the advantage from the get go! Do you even know anything about horror?!

    Do you even know anything about video games? Competitive games are supposed to be balanced and fair, as to allow everyone to enjoy themselves instead of getting destroyed. Yes, killers are OP in movies, but they shouldn't be in games.

  • @DuckApproved said:

    Freddy-

    Freddy has no counter-play for any of his powers. You cannot interact with any of his powers in order to give Survivors a way to counter his abilities. When Freddy uses his dream snares he has no cool down or slowdown when putting them down. This almost always guarantees a free hit or down when trying to loop him. Also if you choose o disable the snares he gets a notification and can put them down again immediately. Then with his Dream Pallets, survivors can put them down, although similar to his snares he can put them back up almost immediately. While as a survivor you can remember where real pallets are, this is a unrealistic expectation for an entire team to do. Ways to provide counter play for survivors would be to give a cool down on his abilities for 20 seconds for each use. Also for his teleport make to so he has to commit to teleporting it and can't cancel it, giving survivors more options for counter-play. Another option for counter-play would be taking out the timer for the dream state and make Freddy have to manually put survivors into it. This would give survivors ways to counter his Swing Chains add-ons. Also a small quality of life change would be when survivors are put into the dream state and miss skill checks to wake themselves up, Freddy doesn't gain a notification, this would give survivor play styles more options for counter-play while still punishing them for failing.

    Ghostface-

    Ghostface and his Night Shroud ability is one of the best stealth abilities in the game, with no down sides. He has power creeped almost every other stealth killer in the game. He also has no down side when being broken out of his ability. Also with the broken reveal mechanic with his power when he leans around a corner makes him uncounterable. Ways to give survivors a counter to his power would be to make the reveal mechanic actually work when a survivor looks at him. Also since he has no warning before he strikes unlike Wraith they should either give Ghostface a warning sound or something before he attacks or give him 110% movement speed. Also another quality of life change would to give his addons that give his power a faster recharge rate a slight nerf.

    I agree. Most killers seem completely overpowered and unbeatable in their current state, even when faced against the most skilled survivor players.