AngyKiller
AngyKiller
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Given OP has not actually presented any flaws or things they feel are OP other than 'Artist'; I'm going to assume the devs do not currently have any plans to nerf her. ๐
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@eleventbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2903791#Comment_2903791
Yeah that's why BHVR doesn't listen to the community lol.
https://forum.deadbydaylight.com/en/discussion/comment/2903731#Comment_2903731
If survivors seem to always hit it what is the problem with removing it or making it easier for new guys? I'm not for balancing only for newcomers like BHVR seems to do sometimes, but I haven't seen a good argument against this yet. DS is going to still do its' purpose and it won't make a difference for anyone playing against experienced survivors.
Except those few times someone misses it can be the difference between winning and losing. Living and dying.
People want it removed and that basically is taking away a chance for the Killer to get a kill by saying 'I want my hand held and to never risk failing a DS skillcheck.'
It CAN be failed, which means it IS failed, which is the point; it's not a 'Get out of hook free' button, which is what this thread wants to turn it into; they want to NEVER fail DS again with a 'Think of the NEWBIES!' argument meant to hide that it's a direct nerf to Killers by removing any and all risk of failure.
Edit: I HATE this bleeping cloudflare sometimes! Every second post; a little window pops up that basically means 'You can't post, and you can't save this draft. Enjoy losing it as you are forced to refresh before you can post again.'
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@eleventbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2903620#Comment_2903620
Not siding with the user you're talking to, but DS and BT are helping the survivors escape.
Fair, but DS in no way needs to be auto-success with a BONUS to stun time if someone hits the skillcheck. That's just bloody overboard hand holding.
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Why not say what you find OP about her rather than 'I angry, I want nerfs'?
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No offense, but if you DC to the point of an hour+ penalty; you need to step back and take a break.
You don't get to use 'I have anger issues' as a 'I should not be punished' card.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2903488#Comment_2903488
And... I could list a bunch of killer perks that are also skill less that punished survivors for playing their objectives.
The difference being the Killer's goal is to stop Survivors via killing them.
The Survivor's goal is to escape. Not to stop Killers. That's the difference, and why Survivors should not have perks that punish Killers.
Instead, Survivors get to punish camping, punish slugging, punish tunneling. And now they think it's not only normal, but expected to do it more, and want perks changed to literally auto-DS and reward them if they do it better.
That's why this game barely has any Killers left. Because it's so Survivor-sided that Survivors think 'Let me have Auto-DS, and reward me with bonus stun if I hit the skillcheck' is a good idea. Because they have been conditioned to think 'I punish Killers' instead of 'I try to escape'.
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@malloymk said:
I say this. Keep the skill check. If they hit it the killer's stun timer increases by 1, 2, or 3 seconds depending on the perk tier. If they miss it, they still get the default 5 second stun.
No. This literally makes it a skill-less perk that punishes Killers for playing their objective.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2903229#Comment_2903229
Two health state grabs are encouragement for losing killers. Losing killers should still have to earn their kills.
Removing hook grabbing are encouragement for lazy Survivors. Lazy Survivors should still have to earn their unhooks.
Fair. Still hyper fast.
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@Steel_Eyed said:
The two health state grab (grabbing healthy survivors) at hooks should go. It does promote camping. Not having this as an option for killer would encourage killers to take chases.
Like even Camping Cannibals go for the grab, not the chainsaw.
No. Not while CoH exists at all for 10 second heals.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2902951#Comment_2902951
What this is saying is that survivors haven't been worked on for 4 years. Do you really think it's ok that one side gets new usable stuff every 4 months and survivors don't even get looked at and are given useless perks every patch. I don't care who you are, anyone can see that is a problem. And yes, that's coddling by the developers and I think you know it.
And on top of that, survivors have to play Borrowed Time or Decisive Strike just to be able to play the game at high levels or they get tunneled out. It's stupid that survivors have no counter to Tunneling-off-hook-till-dead and face-camp unless they bring a perk in. So really, survivors have 3 perk slots they can use most times.
Rofl. Imagine calling the Survivor meta 'useless perks'. If that does not scream 'I'm upset I can't win 100% of my matches' then I dunno what does.
So really, survivors have 3 perk slots they can use most times.
You mean 12 perks. Since there's 4 Survivors meant to work as a team. But sure; the game is Killer sided, Survivors have 'useless perks' and Killers are able to tunnel. The game is sooooooo unfair for Survivors. They only get TWELVE second-chance perks if they want to counter tunneling! How HORRID! ๐
(That's heavy sarcasm, btw. This game is completely Survivor-sided and your posts just scream 'I want even more Survivor power')
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/2903145#Comment_2903145
But you also have to realize the killer can completely deny this perk by not tunneling or by slugging. It's not a "f--- you killer" perk like you're making it out to be. This isn't old or slightly older DS. This is a "he's tunneling me out of the game" perk.
And let's be real here, if you're wasting 4-5 pallets, using dead hard, and other second chance perks as you're saying, your DS timer should have been over. Or as an efficient killer should do, you should break chase with the tunneled survivor and rotate after 15 seconds or so.
Tunneling is a tactic. If someone is the weak link; why should the Killer get punished for removing them in order to slow down gens in order to buy more time to kill?
All making DS easier to do does is buff a side that already has 5000 different ways to avoid being hooked.
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Yes, it does need a very hard skillcheck.
The idea is that you're literally preventing the Killer from progressing his sole objective of killing you, after a chase, after 4 or 5 pallets, and after Dead Hard and another 50 second chance perks, plus bodyblocking, flashlight saves, pallet saves... It needs to be hard to pull off and easy to mess up.
Regardless of how some Survivors think the game should play out; the Killer is supposed to get a kill now and then.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2902705#Comment_2902705
You realize that survivors have only had 1 new meta perk in 4 years, which is CoH, currently getting nerfed to the level of Self-Care. Killers get a meta changing perk with almost every Killer release and if not meta, at least viable with other perks.
Killers are the ones that get babied by BHVR, not survivors.
And yet the Survivor meta is 10x stronger than the Killer meta.
Survivors get 18 perks across 4 characters. All second-chance perks.
Survivors have SWF with it's 200+ free perks.
But because the developers don't make yet more OP perks to change the Survivor meta; 'Killers are being coddled!'
How to say 'BHVR spoiled me and now I need the game to cater to my every whim or I'll think it's Killer-sided' in one post.
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OP says, knowing full well Survivors do the same crap about Killer perks and powers. ๐
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2901326#Comment_2901326
Survivors would have to find hatch first so killer still has chanse to try comeback even if they have key. I think this is good idea and it should be at least tested. Survivors are going to escape throught exit gates most likely when gens are done so is it that big deal have another way to escape? My goal as killer is always to win before all gens are done and usually I succeed so yeah I consider it lose if they get all gens done.
Good for you?
No, it should not be tested, because the hatch spawning at 5 gens means 1 key can let everyone escape without powering the Exit Gates.
YOU can feel like you lost at 5 gens but that's not how the game works, and is not a mindset that should be used to balance anything. 'Hey! The Survivors are already kind-of winning at 5 gens, so why not just give them a free escape and kick the Killer in the teeth while we're at it?' is a horrible take.
It's not a good idea, and your personal view on 5 gens popping is not something the devs should balance around. The bottom line is that Survivors only win when they escape. They did not 'basically win' if 5 gens pop, and they do not deserve a free escape for 'basically winning'.
Edit: Not to mention it would bring back 'killing onself on hook' when hooked, just to give your SWF buddy the hatch. So this idea is:
- Flawed. Because there is no 'basically winning'.
- Bringing back the exact exploit devs were looking to fix with the hatch & key changes.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2901853#Comment_2901853
If they are able to be broken something might need to be done about pentimento though
Not really. It's a risk; Survivors risk giving Killer's Pentimento spots if they boon totems.
Why would that have to change? The Killer is still giving up time away from chases and gen pressure to snuff a totem and Penti it.
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@OneGoodBoyDemo said:
I still can't believe there are still people trying to kill the boons. You are creating too many problems for a mechanic where only ONE of the perks is broken or was it depending on the new nerf ( CoH).
SHOULD THE KILLER BE ABLE TO PERMANENTLY DESTROY THE BOONS? NO.
Imagine bringing a perk like Boon: exponential which is a very situational perk by the way that can be destroyed by the killer. Does not make sense.
SHOULD BOONS LOSE POWER EACH TIME THEY ARE PLACED? NO.
Imagine bringing a perk like Boon: dark theory which is an ok perk that weakens every time it is placed, imagine you using it with 1% speed bonus. Beware killer mains, you will never be able to catch me due to this perk because I AM THE SPEEEEEEED.
SHOULD BOONS HAVE TOKENS AND LOSE EACH ONE WHEN USED BY A SURVIVOR? NO.
imagine bringing a perk like Boon: shadow step that according to theory would have 3-5 tokens, you would automatically lose 1 token by simply activating the boon? or lose 1 token every time someone enters the boon radius and leaves? if someone accidentally entered the radius and left soon after you would lose 1 token for free because in theory you would be using it.
SHOULD CoH BE DELETED? YES.
BOONS ARE FINE.
Imagine bringing a perk like Boon: exponential which is a very situational perk by the way that can be destroyed by the killer. Does not make sense.
That's literally how Killer Hexes work, but it's somehow absurd when the power role (Killers) has a weaker effect on boons than the SURVIVORS have on Hexes? Sure. Sure. ๐
Boons are, and always will be, a middle finger to Killers. Devs took the Killer's Hex mechanic, made it better, removed the drawback, gift-wrapped it, and handed it to Survivors to abuse with their blessing.
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Trapper can 'lob' his traps 5-8 meters while moving, but they take 5 seconds to arm, to prevent using them in a chase. This way; he is not wasting 50% of the match bending over to place his damn traps.
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@Deathstroke said:
That would be cool idea and not everyone is going to use key anyway so if you are going as endgame build as killer just dodge the lobby if you see key. Anyway 99% of the time blood warden is useless and noed gets cleansed immediatelly usually or all totems are cleansed anyway so it does not even spawn. Noed can work if you are quick to down survivors or if it spawns in location hard to find. So would it matter that much if there is hatch somewhere? Survivors probably would not even find it or not all would been even able to escape as the key keeps it only limited time open. In my opinion killer has already lost if survivors get all gens done and still all of them are alive.
In my opinion killer has already lost if survivors get all gens done and still all of them are alive
Well your opinion is wrong, and game mechanics should not be made based on incorrect reasoning, as those mechanics will then be flawed.
The Killer has not 'basically lost' or 'almost lost' or lost at all until he can no longer kill the Survivors. That's a hard fact, not an opinion. There is no win condition for popping the gens but not leaving the match.
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Your reasoning is flawed; the Killer has not 'basically lost' just because all 5 gens pop. No.
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@Thusly_Boned said:
So can we rename survivors to runners, then? Just so we're managing expectations properly.
Nah. T-Baggers. They seem to do this like it gives them points. ๐
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They goal is to kill. That is how they win. They don't win by chasing.
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@Mandy said:
This is something that was tested initially and didn't work, it felt awful.
EGC is there to prevent matches from being taken hostage - that's the reason it was implemented. A way to end matches naturally, not to give one side an advantage in the endgame.
Previously survivors could just open the door and do whatever for any particular length of time - that's all this is intended to stop. It's the reason that killers can also open the doors now.
Why not a Killer perk where, if they open a gate, the other gate becomes un-openable? Maybe permanently, maybe for a set amount of time.
The Killer is making the choice to 'help' Survivors, but also funneling them towards him.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2899680#Comment_2899680
There wouldnt be much of a difference there, since everyone in the SWF would still have to wait for the other one's penalty to end.
Except they are avoiding heavier penalties.
The idea is not good.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2899304#Comment_2899304
Agree. If someone dcs at like 5 gens everyone else should be allowed to dc without a penalty.
No. Once again; SWFs would abuse it:
- SWF1 DCs at first down. Rest of SWF DCs without punishment.
- SWF2 DCs at first down. Rest of SWF DCs without punishment.
- SWF3 DCs at first down. Rest of SWF DCs without punishment.
- SWF4 DCs at first down. Rest of SWF DCs without punishment.
- SWF1 DCs at first down. Rest of SWF DCs without punishment.
Add that they will not DC ONLY if they are winning, which will probably happen now and again, and they will literally never get more than the base 5 minute penalty.
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- After 20 minutes; people can leave penalty-free.
- Add an event timer when the End Game Collapse happens; make it the length of the timer's maximum duration (IE: If people were slugged for the whole timer) plus 2 minutes; any Survivors still registering as alive after this timer expires automatically have their accounts flagged for review.
- Make the timer server side, so cheats can't mess with it.
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@Chocolate_Cosmos said:
Hmmm how about this:
If someone DC within the first 5 min of the game, the match would be canceled OR there is no punishmenet for leaving.
If the end game colaps will not end the game, you are able to DC without punishments and you keep all your bloodpoints.
No. SWFs would abuse this.
If they start losing; 1 would DC, allowing the others to DC. And within 5 minutes? That's more t han enough time to go 'We're losing. Bye.' and bail on the Killer punishment-free.
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Shop Lube is one of those addons that's useless against an SWF; they can just describe where they are.
But it's proof the game was never meant to have SWFs in the first place, so all addons like it should be reworked with voice comms in mind.
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Hag would, literally, be an M1 Killer without the camera-effect.
Survivors: Oh no! I popped a trap that in no way altered my direction or otherwise prevented me from running to the next loop with my Dead Hard because they removed the camera-grab!
Like it or not; it's part of her power and it's MEANT to mess with players.
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@Mazoobi said:
I've wondered if let's say a new "anti-tap" mechanic was implemented.
For instance, it could be called Short Fuse. (I'm so bad at naming things)
When a generator is kicked, short fuse would be added to the generator and while it's active, the gen won't add progress during a repair nor would the regression be removed. It can only be removed if a survivor remains on the gen for a consecutive 2.5 seconds.
For clarity, you're chasing a Meg, she can no longer tap the gen during the chase because she'd have to stay on the gen for 2.5 seconds in order to remove the regression.
Some killer perks could be buffed with this idea like overcharge: adds 1 extra second of Short Fuse to every generator you kick.
Brutal Strength: adds 1.5 extra seconds of Short Fuse to every generator you kick.
Just a lil idea for gen-tapping.
I like this.
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@Zeidoktor said:
If they want to keep the risk reward aspect, my idea would be require the survivor to work on a generator for a set amount of time before the regression stops and progression can resume. Perks that affect regression rate, such as Call of Brine and Ruin, can potentially increase this time.
I like this idea, too; Survivors should have to hit a skillcheck to stop regression. And regression is only paused while a gen is being actively worked on.
If the Survivor leaves before a skillcheck; regression resumes.
But the last time I suggested it; Survivor mains came out of the woodwork to claim it's unfair & that gen tapping is fine. Of course, that was ALSO around the time some decided that random skillchecks when leaving a gen should be removed, too. ๐
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@[Deleted User] said:
Even as a survivor I think gen tapping is a programming exploit and not really fair to the game. I personally try not to do it, I just don't think its in good sport.
BHVR needs to make it so that someone needs to remain on the generator for X seconds to stop the regression.
But kicking gens should definitely do more. And let it stack with perks too ๐คท It needs to be worth the time it takes for a killer to kick it.
You are correct; it's an animation exploit.
I remember, years ago, a developer said that (And I'm paraphrasing here) 'Tapping gens is a risk/reward thing. It's dangers to do in a chase, because the Killer can catch up'. Except...There's 0 risk, when it can literally be done in 1 frame of animation. 1/60th of a second is not really slowing the Survivor down.
It seems people agree that it should have base regression applied, AND stack with perks. I would not mind that. I was just worried it'd be too OP. :)
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@CharlieChatBox said:
2% is 1.6 seconds. From a 2 second kick animation. This is a net loss in progression. Why not have 5%, which is 4 seconds.
For the superseding point, I get what you mean, but also, why not?1.6-4 seconds of extra regression would help in almost any case.
Fair. I just don't want it to be OP, which is why I did 2 seconds and not being additive. :)
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@tastespurple said:
https://forum.deadbydaylight.com/en/discussion/comment/2896429#Comment_2896429
Aw, shucks. Well now you done made me feel like I should be more doggone understanding toward those folks who ruin others' fun just fer ther own. Sommun shoulda just told me they were tryna win!
Deleting OP.
Except @YOURFRIEND is not wrong; Your opening post was insulting people for playing a way you don't like. And your replies are caustic towards anyone who disagrees.
You're doing nothing but trying to pick fights with people you perceive as playing in a way you don't approve of.
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2 seconds!? Rofl. That's not even time for the Killer to wipe the blood off their weapon. You're just asking for it to be useless.
And NO Hexes should be nerfed into the trash like that until CoH gets that treatment. Survivors have 0 room to talk about Hexes while CoH exists and can be used infinitely.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2896379#Comment_2896379
But it's not 2 mins per phase, it's 1.
You are correct.
Still, TransverseCaster's counter-argument holds no water. It's not an unknown.
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@TransverseCaster said:
Terrible idea. The unknown is scary.
But it's not unknown. There's a literal gauge on your HUD. Plus people know it's 2 minutes per phase.
All my suggestion is doing is adding flavor to the hooks on that one map.
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Agreed, but the last time I suggested this; all the 99%'ers came running out to bury the topic. They know how powerful 99%ing is.
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Trapper, for the love of the Entity! Please buff/rework Trapper, BHVR! ๐
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2894909#Comment_2894909
There is a bit of a difference between going for a 4k and slugging for a 4k tho. One takes actual skill in strategy, the other is a super cheesy way to guarantee 4 kills with 0 risk.
It's basically like old keys, survivors could finish the 5th gen after someone died, with basically a guarantueed 2 man escape and maybe a 3rd one if they played it well, or they could all hide untill someone found the hatch and guarantee the 3rd person escaping with 0 risk.
I am practically betting that the people who say "be happy with the 3k" did so because you slugged the 3rd survivor and then spend 3 minutes looking for the final one.
I would not slug for the 4K if I did not know that the 3rd Survivor hooked will force his death to give the final one hatch.
But since they WILL, and I have every damn right to try for a 4K; I'll slug. And no; it's not 'super cheesy', because it's literally the only way I can try for that 4K without the 3rd Survivor flipping me off and dying on hook.
Nothing, anywhere, says I have to give the Survivor an even-odds chance at the hatch. Moreso when they can be humping the damn thing while I hook their friend, who then offs himself before I've taken 3 steps.
Calling slugging 'super cheesy' is just another way to shame Killers into following an arbitrary set of rules that favor Survivors because they want easier wins. 'Don't slug; it's cheesy. Hook them so they can off themselves & give the hatch to their friend. Because THAT is the fair way to do it!'
No; that's the unintelligent way to do it.
'I am practically betting that the people who say "be happy with the 3k" did so because you slugged the 3rd survivor and then spend 3 minutes looking for the final one.'
Nope! Most the time, it's a Survivor insulting me because I did not give hatch to the final Survivor. It's just the recent buzz-phrase to shame Killers into following fake rules.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2895439#Comment_2895439
True but do killer have an eye on who they hunt when you encounter such teams I never look at the survivor portraits except when my power gets displayed there like plagues
I try too, just to avoid tunneling. Unless, of course, 2-3 gens pop in my first chase; then I use the names to keep track of who's doing badly in chases and get them out ASAP. ๐
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2895375#Comment_2895375
Mhh difficult topic. I agree with you that it would be good to hide the names but at the same time I really like that I can dodge these private profile guys that have 3 vac bans already
Also; I don't want an SWF to all pick the same character with the same cosmetics, then blast me for 'tunneling' because I could not tell them apart.
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@tastespurple said:
https://forum.deadbydaylight.com/en/discussion/comment/2895362#Comment_2895362
What are the counters, though? This is a genuine question. I'll admit there MUST BE counters, but the only one I really know is staying on objective (and Kindred, but only kind of sort of), and you don't know to stay on gens until you find out you're going against a face camper. Which you often find out too late. If there's perks, well, it takes a lot of BP to Collect 'Em All, so am I supposed to stay miserable throughout that until I earn the privilege of finding the counterplay perks in bloodweb? Perks I may not even have access to with the default Survivors?
The issue isn't "laziness." It's lack of accessibility.
The counters are:
- Going for the rescue with teammates. The Killer can only hit one person (depending on the Killer). Have one take the hit so the other can grab and unhook during the blood-wipe cooldown. Make sure the healthy Survivor also body-blocks for his friends.
- Yes; stay on gens. If the Killer wants that ONE kill; the best way to punish him is to do your objective. Remember; his objective is TO KILL. Why can Survivors focus on a gen, but Killers focusing on a Survivor is somehow bad?
- There are perks to mitigate camping. Use them if you run into campers as much as some Survivors claim.
Remember; the Killer's goal is to kill you. And there's no rules staying WHEN he can start. I don't get genrushing (AKA; going for the nearly complete gens) is fine, but Killers trying to win is 'evil' just because 'it removes someone from the game'.
Because that's literally, how the Killer creature pressure; my whittling down the Survivors. It's not bad that he can do his objective, just because some Survivors dislike losing.
Part of the game, as a Survivor, is being knocked out of a match, and, unlike what some people say; there's not 'premature' way to be killed. If you were caught, and you died; you played. You did not lose 'prematurely'.
THAT SAID: Camped Survivors should get a BP bonus for 'distracting' the Killer from going for fresh kills. That way they at least earn decent BP for being camped out of the map.
If we start putting in mechanics to 'punish' camping; we run into Survivors abusing said mechanics for an advantage (It happened in the past). We also run into Killers losing legit kills to the hypothetical punishment/mechanics because the game decided 'That was camping' when it was not.
In short: If we start forcing Killers to play a certain way, with programmed rules and mechanics; Why have Killer players at all? Just add bots that won't camp and call it a day. Because why should a human being, with human agency & decision making, be told 'No, not that way. No, not like that, either. Ok, THAT is allowed, but not what you're doing now.' until they lose because their hands are tied?
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@Ula said:
https://forum.deadbydaylight.com/en/discussion/comment/2895005#Comment_2895005
Yes it's a valid and accepted strategy by bhvr, but you're off-topic, the subject is not to know if it is valid or not.
The subject is about how face-camping can go from a viable strategy to a poorly consistent strategy. Yes there are counterplays, but the point of tastespurple is that a lot of survivors don't do these counter play. That is why facecamping is currently a viable strategy.
I'm not just a survivor main ranting about killers' strength (and I do play kinda equally survivor and killer). I just think cheesy strategies should get looked at and become weaker.
But why should it punished or nerfed or 'become weaker' when you said it yourself;
is that a lot of survivors don't do these counter play
So, basically, you're advocating that anything Survivors hate, but are too lazy (Or too META-slave) to combat, should be nerfed so they don't have to go off-META or grow a brain? That's a GREAT way to keep Killers, right there.
'Yes, we know Camping is valid. Yes, we know camping has counters. But we're still nerfing it because Survivors are too lazy to use those counters, and they don't want to go off-META. W-why are there 0 Killer players left!? ๐ฎ'
So I will ask again; if there's counters and if there's perks; Why should it 'weakened'? Just because Survivors don't want to counter it? Just because Survivors want easy unhooks? Just because Survivors want to stay on META and glue themselves to gens for 5 minutes?
Why should it be changed, just to appease people who are too lazy to use the counters that exist?
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@dallasmedicbag said:
i agree with the killers complaining to git gud. i mean, look at all the killer main content creators, all the vids and streams that they have are just 4k over and over and over again. otz gets 4k with trapper every game lol
Otz is also what could be considered olympic levels of skilled. Top 1%, or at least top 5%. Saying 'Killers can't complain because the literal best do well' is a pretty silly take.
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@Tiufal said:
Its nothing new that killer players expect this game to be a slasher-simulator. They are entitled to be the winner and nothing else.
TBF; it's called DEAD By Daylight.
Not 'Mildly bother the Survivors, who then teabag, use seizure-flashlight-macros, and have 18 META perks per match. They will then t-bag out the exit gate, and insult you if you lost, or issue death threats if you won, By Daylight'.
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@tastespurple said:
https://forum.deadbydaylight.com/en/discussion/comment/2895005#Comment_2895005
Explain why one of the Killer medals punishes the grade for staying near active hooks?
Explain how emblem score is in any way indicative of strategies to win?
The score is to ENCOURAGE Killers to do other things. Kind of like some perks ENCOURAGE Killers to leave the hook. The existence of those perks/scores does not mean 'DO NOT CAMP EVER!'. You're cherry picking 'evidence' to suit your argument.
The real evidence is that the developers have said camping and, yes; even tunneling and slugging, are VALID. That means they are valid, and you saying 'But your score gets punished!" does not make them wrong or you right.
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Camping is a valid strategy.
You deciding it's not does not mean it needs to be punished by easily abused mechanics, or gift-wrap perks for Survivors to have basekit.
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And on the same side of the coin; Survivors need to stop saying 'Be happy with the 3K' and shaming Killers who try for the 4.
Funny how it's always 'Killers need to stop'.
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@Marc_123 said:
?
They should not do more skill checks overall. Like wiggling. Not everything needs to be skill checks.
What? OP did not say anything about making more skillchecks.
@Nos37 said:
Make skill checks disable camera movement until they are completed.
This would give more value to perks like Unnerving Presence
Honestly; skillchecks should be reworked to be a random WASD button (Or the equivalent in whichever part of the world one is playing in) when it pops up.
That would require more than 'Snore Snorrrrre Skillcheck-noise I press space! Snore'