AsherFrost
AsherFrost
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@NVerde said:
https://forum.deadbydaylight.com/en/discussion/comment/2831373#Comment_2831373
Call me crazy, but when I play a game I like to experience all of the gameplay. Yes, chases are fun - but if you are in a chase the whole time until you are dead, you've experienced a fraction of the game. Likewise for your teammates who have only sat on gens and done the odd unhook. I don't understand why this is difficult to grasp - tunnelling limits the experience for all the players. A limited experience is not the route to maximising fun
Tell you what. When BHVR starts financially compensating people for Playing the killer role, we can start expecting them to worry about maximizing fun for the other side. Until then, maybe treat the killer side as opponents, rather than the DM here to give you a good time. And that's coming from someone who plays at most 3 hours of killer per month, as I find solo survivor far more fun.
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1. The perk is counter able.
2. Killers can't relight hexes
3. It takes less time to snuff a boon to account for the 4v1 nature of the game.
4. Swf doesn't break anything. It's people, playing with friends as the game allows
5. You should definitely play some matches as killer. It will help you understand the mechanics of the game better.
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Stop going for hooks.
If they want to crawl on the floor for 4 minutes that badly, do the right thing and help them get there.
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As far as I can ascertain his point is that when he behaves in a traditionally salty manner (i.e. claiming people "played dirty" when they followed the game rules) people think he is salty. As far as why he believes that is a failure on their part, and not a reason to reassess his own behavior however, I cannot say.
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If everyone is safe, they're doing it for attention.
Some will say that they are trying to "give the killer a bit of bp" or whatever to justify it, but I don't remember any killer player ever asking for that particular "charity" so I am not sure I fully believe them. Personally I don't bother going to the gates as killer if I know the game is lost. They can wait all they want (until the timer runs out) I'll be sniffing boons, breaking pallets and breaking doors, which gains more BP that a few last minute survivor slaps.
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It's possible, it takes time, and skill, and it's easiest to do if you are good at hiding and moving, but I've done it, and I'm not particularly skilled.
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Expensive, difficult to get reliably in the web, and single use. I wouldn't be upset if there was a requirement added to make it so that you had to heal for x amount of time before it could be used, but I don't believe it is overpowered or overtuned in its current state.
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Finding and breaking the devour totem right before the 4th token.
Chasing a survivor into a room with multiple lockers, getting the right one the first time.
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@Tsulan said:
When killers got 3 or 4 hooks by the time the gates are powered, survivors told them to "jUsT aPpLy PrEsSuRe".
Turns out, tunneling someout out early applies a ton of pressure.
You´re welcome.
You just don't get it.
By "apply pressure" I mean patrol the same generators in as close to a repeated, predictable pattern as possible, preferably while ringing this bell so everyone knows when you're coming. Not do something which may cause my team to feel pressured or like we may lose. /s
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@KateDunson said:
Nah they should just pause the hook timer when the killer is near by or make it last twice the time, we don't need other perks for bad game design
That's been tried. Turns out survivors hate being left on hook by their teammates who would rather play "ring around the Rosie" with their hook far more than they hate being camped.
Seriously, it went so badly they reverted it faster than literally any other pre-killswitch change. Every time a survivor was chased, they'd just run for the hook. You could almost hear them yell "safe".
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@Hannacia said:
I want to be low MMR...but i think im at least middle to highisk with some killers i tend to play more. I've started to come across survivors with 2k+ or more hours and hackers...oh boy so many hackers.
Havent you made it when you start seeing them hacker survivors?
Hacker survivors, hacker killers, even hacker killers while playing killer
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@NekoGamerX said:
on another thread I read someone say they should be a pool for all survivors or something like that I liked it
like all point got by the 4 survivors are all together I mean till one die then the points should stop for the one who die like I stay on the hook being camped if I knew I was still getting points wasting the killers time being on hook.
I think everyone should just get points based on match outcome, then bonuses based on whatever they accomplished (i.e. gens fixed, healing, saves etc)
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Tunneling doesn't exist. In every other game it's just called focusing down a target. Don't take dying in a game personally, I'm not hooking you repeatedly because I dislike you, I don't know you, I'm just trying to get the odds in my favor as quickly as possible, because, like you, I want to win games.
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I like to think of myself as the king of the tater fields.
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@NemeanXIII said:
https://forum.deadbydaylight.com/en/discussion/comment/2831283#Comment_2831283
What does Smol E-Peen mean
Tiny dingaling
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2830113#Comment_2830113
Ah yes my bad for being proxy camped and tunneled off the hook, next time I'll loop for 5 gens + opening gate time
@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2830991#Comment_2830991
Yeah, might be that if you lose 3 gens in a single chase and proceed to facecamp then it's cause you have no clue how to properly play killer, and by not engaging in other chases at all then you don't learn anything either
Interesting.
So if the survivor is downed quickly after being unhooked while killer is in range. That's the killers fault.
If 3 gens pop during a chase, that's also the killers fault.
I guess that's one way to see things.
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@hazzzard said:
https://forum.deadbydaylight.com/en/discussion/comment/2830928#Comment_2830928
Sounds like an opinion to me so basically what you just said doesn't matter to me one bit.
Such a delightful personality you have. I'm certain you make friends everywhere you go.
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@[Deleted User] said:
It not holding the game hostage but I’ll agree they should make it so you can use the box from more than one side.
https://forum.deadbydaylight.com/en/discussion/comment/2830928#Comment_2830928
In regards to point 3. Some of use do play altruistic and don’t even consider the BPs when trying to save our teammates. Yes, some people need to be more strategic but if it’s EGC or the survivor is about to be sacrificed and the killer is face camping an unsafe unhooked sometimes is required.
1. I'm totally down with making it so you can search the box from the side. That's the best "fix" I can see. Same as with hook facecamping, they fixed that by allowing unhooks from the side.
2. I get that, but the doc isn't known for range. At the point where he can shock you, he's far too close for a save to do any good. At best, he goes for the hook trade, but far more likely both survivors end up downed, which helps nobody. If he is "facecamping" then you should be going in groups, or if it's egc, just leave. Sometimes a 3e is better than being slugged because you went for the save when you didnt have a way to pull it off.
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Gonna have to be a duel.
Pool noodles at high noon.
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@deKlaw_04 said:
I 4k with trapper every game with no addons or perks. Also without traps in high mmr😤
Oh yeah? I can do that too.
Without a right thumbstick.
So there 😜
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1. Pig camping a box is not holding the game hostage. The mods have already said this quite a few times. Also, it's not even a good play for the killer, as there's only a 16% chance of all 4 keys being in the same box (and the exact same chance that none of them are)
2. "Bubba getting one kill without any skill involved". Skill level is dependent on the player they are facing. Some survivors take skill to down, even with a 1 hit killer.
3. Trickster/doctor cancelling unhooks. You should be happy about that. They did you a favor, maybe next time you go for the unsafe and obvious unhook right in the killer's face, they should leave you slugged at the hook for your trouble? Seriously, if you are in shock range, why are you trying to go for an unhook other than just to farm your teammates for bp?
I know, I know. I didn't immediately agree with you, so obviously I didn't read, or whatever other excuse/attack you feel like using on everyone who has the temerity to disagree with your desires to be swaddled and cooed by the forums, rather than face simple reality.
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I have the perfect fix for tunneling, but nobody wants to hear it.
3 words.
Single Hook State.
Boom! Camping and tunneling solved in 1 go.
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It definitely sucks and doesn't feel fun to lose an iri addon due to DC, but then no matter how the match goes, that add-on is lost, so I'm not sure if it should be changed. Also, would time be a factor? So say the killer dcs immediately, I think most would agree the add-on should stay, but if they DC at the egc?
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This may help
https://www.whatdowedoallday.com/how-to-help-a-sore-loser/
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So you aren't upset about losing, just want to tell the killer how to play anyway? Fun stuff.
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@SilentShepherd said:
why was this moved to feedback. Its a discussion among the community about a feature in the game
Feedback and suggestions.
What's wrong with your suggestion for a change to the afk timer being in the suggestion area?
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@hailxsatanxeveryxday said:
A lot of survivors here on the forum seem extremely eager to chime in whenever the subject of Lightborn comes up about how "bad" it is, but I get more free downs out of it than Exposed perks like Haunted Grounds or Make Your Choice.
I realize that a lot of killers are of the opinion that flashlights are the "weakest item in the game", and while I don't necessarily agree with that (I'd rather come up against four medkits than four flashlights, especially since they're probably redundant due to CoH), the utility of Lightborn isn't just that I get to ignore the flashlight stun instead of spending half the match staring at the walls and the floor, it's that you can easily get a couple of free downs out of survivors who don't realize that you have it.
Franklin's is more useful in situations where people are running four different items all with decent addons, and Lightborn doesn't seem worth it for just one flashlight, but if I see two survivors in the lobby with flashlights, it's worth considering if one of my other perks is expendable.
If everyone has flashlights, you can easily bait survivors into a free hit or three at pallets or near hooks, and you're practically guaranteed one free down per flashlight-wielding solo survivor if you mindgame correctly. SWFs will figure it out quickly and warn each other, but if they all had flashlights, chances are their entire playstyle and build were based around them, and they're going to have to change tactics, putting them on the defensive.
Considering some of the less than polite messages I've gotten from survivors about my use of Lightborn recently, I'm coming to the conclusion that it's not really a bad perk, and they're just mad (and the killers who say it's bad are just being contrarian).
Yes, there are better meta perks in most cases, but it's far from being the worst, and I'd argue that it's still more effective than Haunted Grounds or Starstruck in the right hands.
I think a lot of people just judge by it on paper and don't think about the mind game potential that you've pointed out so well. When called upon lightborn has always been a consistent little performer.
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You know, the first grand theft auto was a racing game where they couldn't figure out why the cops kept trying to kill players.
Game Mechanics change, some mechanics are strong enough to change the game they're in. It'd be easier to make dbd2 than to remove looping at this point.
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At first I thought you meant afk crows, and I was all for it. But Artist's crows? It's just too easy for her to hit with them, and they go through walls, I don't think it would be balanced.
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2826411#Comment_2826411
Right. But still remaining to be a preachy arse even after reading my two cents on the situation also makes him a nosy individual, right?
Right.
That's why I said he was a whiner who made me happy to be a console scrub 😉
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2826397#Comment_2826397
Well, your second point IS greed since YOU wanted the BP for yourself.
My example had nothing going for me so it's a little different than your situation I'm afraid...
Right, but you can see how someone who isn't privy to your thoughts wouldn't be able to tell the difference, right?
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Two things
1st. That killer is a whiner. I don't get why people want to lecture others at the end of match, but it makes me happy to be a console scrub.
2. I totally get how you see it as just altruistic, but for myself, if I can leave and I try for the last minute save like that? It's because I want to try and get a few more BP, if possible, which is totally greedy. Sometimes greed is good and leads to fun end game moments, sometimes you just end up hit by BW or noed and end up paying for not leaving when you could, but that's the game.
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@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2825999#Comment_2825999
To be fair survivors also attack eachother I should know I got called an ######### for not saving a guy from a facecamping killer while I was almost done with the last gen and didn't blame friend who unhooked him twice in front of the killer and didn't have bt and basically farmed him like of course I'm going to let him die you send a message calling me an ######### while I'm completing the last generator for everyone while my and your friend is trying to unhook you like you don't need everyone to save you
And funnily enough me and my friend made it out because I told my friend don't bother with him because I told him what the messages he was sending us said after reading them after I got the gen done
They definitely do. There are also ######### killer players, let's not forget. I think the difference is because of the nature of the game being 4v1. Makes it really easy to feel ganged up on in the end game chat.
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@herbaljellyfish said:
https://forum.deadbydaylight.com/en/discussion/comment/2825983#Comment_2825983
Literally don't get what attitudes has to do with anything. It just means there aren't enough killers per 4 survovrs so you have to wait a little. Don't know what you just said has even the slightest thing to do with what I said.
Because people literally enjoy telling people playing killer to off themselves, among other toxic #########, a great deal of the time, which leads to more people choosing not to play killer, hence, longer queue times.
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@Aurelle said:
I just sacrifice myself on hook if that happens. I'm not going to stick around just to get face camped.
Honestly I think that pretty much is what they want to happen in that instance. I hang out, so he only gets 1k for the game.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2825431#Comment_2825431
Because you only find killers here
It's true. In fact a lot of people don't know this, but if you don't play at least 10 matches per week as killer, the forum just straight up deletes your account /s
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2825513#Comment_2825513
1) "Punish" is a frequently used term in the video game community to refer to a player suffering a strategic reprecussion for a particular action. I don't know why you are implying that it is not universally accepted terminology.
2) Then that person gets a virtually guaranteed escape during the end game.
3) Two Killer abilities become partially inert once the game reaches its final phase (Pig's RBTs and Freddy's teleports). So yeah, the whole argument of "no other game does this" just makes no sense. Also, "eat the DS" or "just hook everyone enough" are not acceptable counters. One because it means you have to actively play into it, which goes against the entire notion of playing around it, and the other because it is a glorified way of saying "git gud."
So if you don't tunnel them out midgame, they get a free escape later? So then you must be tunneling then out mid game, so how exactly do they still have DS?
By that logic blast mine becomes pretty useless too, but you know that's not the same thing.
I'm sorry the big bad DS is making you think about how and when you hook survivors. I don't know what you want. Well I do, you want to be handed a free pass to ignore survivor perks at an arbitrary point in the game just because it's easier for you than getting better. What I don't know is why you believe that to be a reasonable request.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2825263#Comment_2825263
1) Yes, absolutely punished.
2) Yes, that is the generally accepted definition of tunneling, is it not? The counters you are suggesting are not good and signs that something is still wrong with the perk.
3) You cannot tell me to play around that fact if you are simultaneously telling me to actively play into it. Those two things are mutually exclusive.
1. Again, lol people who use "punish" when talking about a game, make me question their level of maturity. You aren't being "punished" because a player took a perk and used it on you, any more than a survivor is "punished" by being hooked. Both are just parts of game flow.
2. Well then, don't tunnel.
3. Again, it's about timing. I am talking about specifically stopping D's from being active at the end of the match. The only way to stop a 1 time use perk on either side from being active at the end of the match is to get the player to use it sooner. You could also just be a good enough killer to put everyone on death hook by egc, then it won't matter, because anyone you hooked at end game would die immediately, no DS at all.
Here's why I say this is ridiculous. In all my years, I can't think of a single other team based multiplayer game that disables one sides perks, abilities, powers, etc just because the game is close to over. Of course, I've only been playing games since I built my IBM 286 back in the day, so maybe you can enlighten me and tell me a game that limits the powers of one side just because the end of the match is near.
The entire premise of this thread is basically "wahh, why can survivors still have their escape perks just because they didn't use them earlier" what's next? Should we stop bubba's chainsaw from working if the game is in the end phase?
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@Raccoon said:
I find it amusing that there are so many NOED complaints, yet when polls or threads are made, most survivor and killer replies indicate that it has minimal impact.
Compare this to the other 'usual suspects' such as Dead Hard and COH and you'll see a huge difference, as killers and survivors alike seem to agree (majority of posts) that they are problems.
I don't run NOED a lot, but I think it's pretty meh from both Killer and Solo perspectives (I rarely swf)
Just more evidence that the large amount of complaints is coming from a disproportionately small amount of people.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2824412#Comment_2824412
Each of those were changed for a good reason.....
DS was changed because it's a anti tunnel perk so if your doing a Gen or breaking a totem or healing a survivor your not being chased or tunneled.
The Hatch rework was done to keep players from just sitting by the hatch all game once it spawns to get it and not do objectives and also to stop full teams getting out by just doing a few Gens and have a Key.
Technically it was Boon effect stacking was removed. It was too unfair having 4 different stacks of CoH each adding thier bonus on Survivors.
Each of those changes were done to keep them from being abused.....
As are most, if not all killer perk changes, but that wasn't what was asked. 99% of balancing decisions on both sides revolve around trying to minimize abuse, or because something was released in a ridiculous state, either ridiculously powerful or ridiculously weak. However, that realization isn't nearly as much fun as claiming that the devs for some reason just have it out for a bunch of their own paying customers, be they killers or survivors.
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What's to deal with? He can slap you all day on the hook, it won't hurt you any. If anything it just makes it more obvious to your team (or should) that he's going to be facecamping until you die, so they should probably just focus on gens while you keep him distracted with that cute hanging booty that he clearly just can't resist.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2824711#Comment_2824711
And that to me is a sign that something is still wrong with the perk because it means you can't avoid it without being punished.
https://forum.deadbydaylight.com/en/discussion/comment/2824884#Comment_2824884
If it's an anti-tunneling perk, why is the other person in this thread telling me to tunnel someone if I want to avoid it during the end game? Is that what it's supposed to be doing? Encouraging people to tunnel early to get it out of the way?
1. Punished. Lol
2. Yeah, according to the game mechanics "tunneling" apparently just means hooking the same survivor again before they heal anyone or touch a gen/totem. If you played well enough prior to end game it honestly wouldn't come up, but I've never been a fan of "get good" as an answer, so I provided actual counters to avoid the specific instances where you find yourself trying to rehook someone at end game when they have DS active.
3. "Anti-tunnel perk" doesn't mean the same as "perk that completely makes you immune to being tunneled". If it did, then DS would be able to be hit indefinitely and without any sort of skill check, which would just be absolutely broken. All it has ever meant to be is a single chance at getting away. As killer you can either play around that fact, or I suppose you can just keep coming here asking for unreasonable changes to make up for you not wanting to strategize in match
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2823707#Comment_2823707
I don't think you know how detrimental eating a DS or hitting someone with BT is.
Also "Eat a DS midgame if you can afford it". What if you can't? Then what?
Then my response is the same as it is for those survivors who say the killer kept up too much pressure for them to remove noed.
You got outplayed. Just move on to the next match.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2824412#Comment_2824412
He should have specified : "a perk or mechanic that wasn't utterly broken to begin with" ...
I mean, if we're going by that, then the nerfs he listed for killer falls into the same category.
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@Holylock said:
There are two situations that don't like with NOED:
1. Facecamping bubba that got more 1 kill because of NOED. I know that we should expect NOED in that situation, but i think it's kinda easy to get 2 kills with that playstyle and not healthy for the game.
2. When a killer played so badly (for example have 1 or 2 hooks) and down me (first time) because of NOED, but my teammates somehow lose their brain cells and got down. I know that if I wasn't in the hook, i could easily handle this situation
1. So at best they get a draw?
2. That's ######### teammates. Same thing easily happens without NOED
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@NekoGamerX said:
funny eating the DS before endgame is counter play to survivors but there thread and thread by survivor about killer with no counter play when there is counter play..
funny how one side people can be.
Don't you know, claiming something on either side has no counter play means it has to be completely broken /s
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2824650#Comment_2824650
Yes. The question is, would you disagree with a group of good players on game balance, just because you know the game mechanics?
Yes.
People playing often enough to stay "high mmr" or whatever you want to call it, are far too close to the system to objectively analyze it. All of us here are doing nothing more than trading in anecdotes, pretending they are evidence of things that we don't have the resources to see. The devs (ideally) are able to see the bigger picture. It's not just knowing the mechanics, it's having access to the real data, the kill rates, pick rates, item and perk rates. All of it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2824516#Comment_2824516
I asked you why.
https://forum.deadbydaylight.com/en/discussion/comment/2824518#Comment_2824518
I said that intentionally triggering DS is not a way to avoid triggering DS. :P
I didn't claim it was. This thread is about DS in the endgame. The easiest way to avoid DS in the endgame is to bait it out when you have time to eat the stun
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/2824464#Comment_2824464
thats the point of the quote. Listen to everyone and see if what they are saying should hold any weight. A good mentality weeds out those people
Again, far easier said than done. I agree with you, I just know from experience that it can be... Easily overwhelming
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2824513#Comment_2824513
Counters are not there. "Intentionally trigger DS" is not a way to avoid triggering DS.
https://forum.deadbydaylight.com/en/discussion/comment/2824514#Comment_2824514
I'd be fine with removing the once-per-trial condition.
It's a way to counter having to deal with DS in the end game.