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bumbewildered

bumbewildered

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bumbewildered
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  • What I don't understand is where was the gen speed complaint 2 years ago? It's been more or less the same since I started playing and I only started hearing complaints about when EGC was added. As mentioned before recent patches have been trades. A perk that could possibly make one map slightly harder for killers to down a survivor on got nerfed across the board. A perk that literally only affected players with bad computers or no experience got changed to affect everyone evenly. An add-on that could extend a chase 2 health states got changed. A killer that could use a rediculous combination of add-ons to make any survivor have no chance of escaping had add-ons nerfed. Moves and countermoves.

  • The reason the hatch spawns for the last survivor is not because they did nothing all match, it's because their team did nothing all match. Too many times I've been working on my gen, getting saves, outrunning and outlasting, only to be the last one with 4 gens left because my team was that bad. If you don't like it close the hatch and camp the gates, they'll be on the same wall anyways.

  • There's an inherent reason that a 3 man slug in the first minute or so rewards no pips. It's in the lore. Be a selfish killer and kill for your own sake and the Entity isn't fed. Give the survivors hope and then take it away from them, and the Entity becomes pleased. This also allows everyone to have fun, unlike in this situation where the 3 DCs didn't have fun, the guy who stayed didn't have fun, and you didn't have fun.

  • What's demanding? Solo survivor is demanding. If you have good spawns, you won't know who the killer is so your first minute or two is just trying to figure out if Ghostface is about to expose you or if Trapper is across the map. You can't discount anything in that first minute until you make contact with the killer. If it's a stealth killer you have to constantly keep tabs of where they are which is very demanding. If you're found first and quickly then you're forced to do the best possible looping you can to buy time for your teammates. Can say from experience how much I hate the potato that gets two shotted in the first 20 seconds of the game.

    Alternatively, what's so demanding about killer?

    Being faster than the survivor at all times except for the three seconds their exhaustion perk pops?

    Having easy prey with no way to defend themselves?

    Being able to see survivors and generators across the entire map?

    Having the ability to one shot survivors who haven't opened the gate yet while moving faster than normal AND having the pallets already used up?

    Being able to stop all "OP" survivor perks from being useful (BT body block, slugging, baiting DH, etc)?

    If you pick and choose what you think the game is it can look very easy or very hard. Obviously killer is harder than survivor which is evidenced by the fact that it's 4 v 1. But if you select certain elements to support your point there's really no point in making that argument.

  • You'll know when the game dies because the devs will literally disappear. Considering that they are still actively developing there's plenty of time. Eventually we'll get to a point where there's nothing to add and nothing or more or less nothing to fix, and at that point the devs will just change the meta. If you don't believe me look at Counterstrike. The game has been the same for years and the only thing that changes is map design (it isn't randomized so DBD won't need that too much) and changing the prices on some guns to see if it affects meta (so perk changes to see if it does anything). We've got another decade of the game IMO.

  • Kindred is not a noob perk especially since its buff. The difference between spine Chill and kindred is that kindred helps your fellow survivors in a solo situation (like prove thyself or leader) while spine Chill usually only tells you something you already know. In certain situations it's useful but an experienced survivor will know when they are being looked at or can figure it out rather quickly. If you are getting interrupted that's a problem with your game sense, and it should be an instadown. Bond is a noob perk because at some point you need to realize that your teammates should be one of two places. Generator or chased. If you need more noob perks there's Déjà Vu, Self Care, and Technician, as well as several others I can't recall.

  • Imo Spine Chill is a beginner perk like Bond, Self Care,, and Windows of Opportunity. They are useful but when you know the information they give without using the perks their effectiveness drops.

  • A popular take on NOED is that it rewards failure in many cases. It activates once the killer has failed to stop generators from being done. Are killers still loopable with NOED? Yes, but they are running on bloodlust from the beginning and with the inconsistency of hotboxes (hit through pallets, etc) there's a potential for a cheap shot. Also, at the end of the game many pallet loops are normally used up, making it much harder for survivors to win chases. Perks seen as counters/equals Adrenaline, Dead Hard, and Devour Hope are simply not the case. Adrenaline is extremely powerful in certain cases (3/4 slugs, in a chase and injured, etc) but in many cases it's basically an involuntary Sprint burst. It lasts 3 seconds and doesn't heal because you were fully healed and then you're exhausted for 60 seconds. Finally, Adrenaline rewards the team for completing their first primary objective, doing 5 gens. Dead Hard may be an insurance perk, but it doesn't have the same effect as NOED in that Dead Hard prolongs the inevitable. It allows survivors to either reach a pallet, or avoid a hit that will come in a few seconds. Usually it only extends a chase a few seconds unless it's used in a good spot where it allows a loop to extend. Devour Hope is not on the tier of NOED because it is as easy as ruin to make disappear. People look for hex totems early game especially with ruin (I run DH without ruin because I want it to be stealthy. It still only procs about once every 4 games, and only once has it lasted long enough for 4 moris). Now, for the 4 down at the end of the game, this is usually due to the altruistic part of the game. If four survivors do all of the gens, in their mind they should have a fair chance to escape. Now if someone gets a NOED cheap shot normally the survivors idea is to help the person get their deserved escape. They feel a sense of duty to the one who gets downed because it is a friendly. Now the killer usually is camping that downed or hooked survivor to guarantee the kill and in solo territory it is extremely hard to coordinate the rescue. It usually leads to another down and another hook. In the end, NOED just generally seems to be a crutch perk for killers who are unable to win the game before the objective is completed. Now in certain cases it's justified, especially in endgame builds that sacrifice early game ability for extreme power at the end. Overall though I believe that this perk is not so much radical as it is detrimental. It doesn't help killers learn to be competent in all stages of the game and gives an unfair advantage that leaves the survivors only defense unviable.

  • I swear some killer mains are actually psychotic. There's a time and a place for mercy. One of those times is after DCs. Another reason to show some mercy is because the entity wants you to play with your food. If you're a god nurse and slug everyone in the first minute of the game, the entity will be displeased even if you get all those kills. Killing doesn't matter. Farming hope matters. So if you need to show mercy to give the Entity her hope then you've pleased the Entity. This isn't a game where you get to kill people and take out your real world fantasies.

  • I don't get it. Exit gates spawn within sight of each other now, and you're saying that they should take more time? The killer and survivors should be racing to the gate as soon as the last gen pops. That 20 seconds can decide the fate of the game. If it was 30 or 40 seconds the killer would have to be on the other side of Backwater to not get to the gate before it's open. Combined with NOED and survivors would never escape, whether they do the objective or not.

  • Low ranks is the only place ruin works effectively. The perk becomes useless or relatively useless when you rank up. No need for any adjustments. It's a skill based perk and teaches people how to work through it.

  • @miniplayz_ said:

    It isn't camping if they know you're around. they don't see anyone with BBQ and chilly,they literally see you something else for survivor mains camping and tunneling is NOT BANNABLE also for killer mains looping,ds,bt (oh God I really hope no one reports for ds and bt) they are NOT BANNABLE oh and one more thing disconnecting IS BANNABLE

    You know there's a few different reasons you wouldn't see someone with BBQ. First would be locker play which a decent survivor would do. Second would be the limitation of BBQ where someone may be working on a gen in the radius. Third, Distortion and Sole Survivor are things. Besides, camping is way more of a problem than that. It seems every single wraith these days sits next to the hook, and no killer is ever more than 3 seconds from the hook even if the other survivors are across the map. In the end who is having fun when they get hooked, their team completes the gens in the time that to killer camps them, and the other three escape while the killer and the hooked guy who dies on first hook both lose pips?

  • I don't think I've ever had a satisfying loss as a killer (besides farming which I suppose doesn't count). If I don't get kills it's frustrating because usually it's due to one or two cheeky survivors who know how to run me and keep my attention even when I break off.

    As for survivors, I feel a satisfying loss is one where I fought like hell to win, usually combining long, fun chases with altruism and gen progress and either lose saving someone or when time runs out on me. For example, if I've outran the killer long enough to be the last survivor and he closes the hatch but I've already stacked up 20k BP due to playing the game correctly and it's just me and the killer, I consider that a win. Likewise being facecamped after a very long Chase is a win. Sacrificing myself for that last Borrowed Time save that trades me for an ally being camped, that's another win, because I know that if we get to the end of the game we deserve to escape and I know my own fun won't be ruined by being camped after saving someone else.

  • Alright so if slugging is a strategy and dc-ing isn't because it isn't within the game then why was something like rock climbing something that needed to be fixed? There's a lot of things in the game that were considered "exploits" that were fixed, slugging could be next.

  • To be fair disconnecting, either by hitting escape or by pulling your WiFi cord, is a game mechanic. If the devs didn't want us to do it they wouldn't give us the option. And yes these argument look strikingly similar to the slug arguments. Point is, neither is fun. The better way to play killer to maximize your pipping is to "play with your food". You should know that survivors have two objectives throughout the game, repair and save. If you really want the 4k pip let them save each other so you max your books. With 2 left 1 is on the hook and 1 is on the save. If you find the death hook player then give him a whack and go find the one that isn't on death hook.