AssortedSorting
AssortedSorting
About
- Username
- AssortedSorting
- Joined
- Visits
- 2,781
- Last Active
Comments
-
@jesterkind said:
Elsewhere in the thread, it's clarified that Deja Vu is actually one of the perks being changed due to Maps getting changed, since the two have an interaction.
I'm not sure if that means nothing functionally changes at all or not, but it's on the list because of the item changes, not because it's got a low pickrate.
Detective's Hunch applies the revealed aura's to your map. This functionality might be getting applied to other objective Aura reading Perks. (I love my team-wide objective reveals from DH + Map and Crystal Bead, I hope that isn't nerfed, I like being a "Scout")
-
If a survivor goes down too quickly: The other survivors have more map resources to utilize. (The downed survivor wasn't able to use too many pallets)
If a survivor stays alive for too long: The other survivors have fewer map resources to utilize. (The downed survivor used a lot of pallets the Killer "hopefully" broke)
It's macro-scale gameplay. (That being said, there are cases where it's too quick, and too long)
-
@snowyhans said:
Ideally this wouldn't change anything, like I said this feature doesn't even have to be apart of the default control scheme and would only SLOW you while you hold the input. Different and unrelated to how walking / running works for survivor, if that's how you're thinking. This would just be an extra option I don't expect many players to engage with, which is fine.
Or it becomes a feature wherein holding the shift key sets you to 70% movespeed and grants Undetectable after 2s of continuous holding (Stalking). (probably tested as a event feature/class perk)
-
It'd be nice at some point if they have the time to give weights based on the most recent 10 matches of all players, but for now this works.
-
I'd start leveraging the Glyph's seen in the Tomes: Randomly spawned point of interest you stumble upon via the connections made by your perks, either found in passing while being time-efficient, or hunting for it (likely with a helper perk/item), while not always having the same interactions.
Such as:
Red Glyph
Killer - See the Aura's of your Glyphs within16m. When collected exposes all Survivors for 60s. A New Glyph spawns 2 minutes after use.
Survivor - See the Aura's of your Glyphs within 16m. When Collected Heals you over 8s. A New Glyph spawns 2 minutes after use.
I'd probably rework it so you just need to run over the Glyph instead of interacting with it. (more notably to be better leveraged in chase).
-
I'm surprised I have nearly as many Survivor games played as I do Killer games played. Coulda sworn I was more Killer leaning.
-
Yep just got one myself, running Pharmacy and Ace in the Hole. I crashed after healing myself. Unsure if related or not.
-
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945502#Comment_3945502
did they get it?
Didn't stick around to find out. I'd already been waiting 4 minutes.
-
I'm a scrub so I use Lithe. Just don't stick to gens like your life depends on it.
-
Honestly I think they could buff maps a bit more for SoloQ communication gaps.
Enough to try to compete with the usefulness of one or multiple self-heals from a med-kit and provide a distinct opportunity cost.
-
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945398#Comment_3945398
Once the last guy goes down they can both abandon.
I got bled out yesterday because a bloke wanted his 4th secured.
-
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945398#Comment_3945398
if it's such a problem why not bring unbreakable or exponential and adapt?
Perks are no substitute for core game issues.
-
He's definitely a Killer that survivors benefit heavily from good Headphones/Hearing.
-
@TheGrimOne said:
Yeah, they don't care about tunneling, camping or slugging or they would have done something about it already. Reporting people for these things does no good.
This is not about reporting the Killer for their actions as though they're morally wrong, but as a possible tool to contest any administrative action taken upon your account by leaving effectively a "complaint" about the match.
If Hard Tunneling causes a Survivor to be penalized for "Unsportsmanlike Behavior" and it was outside of their control, I'd say it was then more a result of the actions of the Killer or other Survivors.
-
This is about the Go Next prevention feature.
-
@TheTom20 said:
they state not to report for tunneling as it wastes dev time from actual problems
They have implemented a system where Hard Tunneling prompts system action on a Survivors account. Killers leveraging this knowingly or unknowingly to effectively weaponize administrative action against players can be considered an exploit. (Not that I think it is)
-
@paranoidmad80 said:
tunneling is not a bannable offense.
Did you read the body text?
-
@Gh0st2317 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944277#Comment_3944277
Fair enough. I just miss the moments of getting an adrenaline rush of getting the 4% chance.
Oh yeah the obligatory near 50% self-unhook attempt has been taken out back for sure.
-
My only complaint is that being on hook is still boring, not that I'm the type to want to go next.
-
@TimberGoingDown said:
This is the only pvp community where one side gets hate for… trying to win the game?
Spawncampers generally aren’t viewed in a good light in shooters where it’s possible, as they’re taking advantage of systems outside of the spawncampee’s control.
-
@Brokenbones said:
I'm sorry but I strongly and heavily disagree. The killers who play to win from minute one, no holds barred will tunnel relentlessly and if the survivors aren't ready for it/good enough to finish a game in a 3v1 scenario - they lose. Straight up.
I understand your argument that doing this means you don't learn macro play, or splitting pressure; and so on. I agree, if a new player learning Killer just tunnels nonstop and doesn't learn these things it will hinder them but that's not the issue with tunnelling. The issue with tunnelling is once you know these things, it becomes objectively the easiest way to win a match.
Secure a hook, proxy them to 2nd stage if you can then tunnel them out immediately after. Slowdown perks will buy you enough time to do this usually. Most solo Q teams will fold to this strat because they either don't have enough gens done by this point or throw trying to protect the person being tunnelled.
As for the 2nd point about it being unbalanced/getting changes - I'd say be very careful what you wish for because there's two sides to these issues and more often than not a lot of Killer's end up tunnelling because the survivors did 3 gens super quickly and the Killer needs to push the match back toward their favour by making it a 3v1. If Killers can no longer do this at all, killrates will probably plummet for a lot of the cast. Imo at least.
And if kill-rates get an axe due to a reduced capability of tunneling, so too can soon an axe be taken to survivors innate gen efficiency by requiring them to move around more to complete gens, adding more time and possible exposure to the Killer at inopportune time like with the blood generators (albeit those needing a lot of tuning and reenabling of perk usage)
-
@Brimp said:
So if tunneling gets any significant changes I play the next best thing. Top 5 of roster. Why subject myself to the fundamentally weak killers just for them to be made weaker? Because I doubt BHVR would go as far as making the punishment less harsh for certain killers. Also playing the game is not the only way to learn/get better DBD. Coaches in sports are considered great at them even if they never played more than a couple professional games in their lives.
I've played plenty of games where I simply watched good gameplay and listened to people and as was automatically good at it when I started playing.If you’re a competitive player you’re a competitive player. Your options will be limited to the very best. However if you don’t mind not getting 4K’s every match, spreading hooks will allow your MMR to settle where you get a lot of action while still netting 2-3K, but with tunneling you make it more feast and famine.
-
@NarkoTri1er said:
1. If you go into every match with the "i will tunnel asap" mentality then yes, it will hinder your game learning capabilities because you will eventually run into teams that will hardcore punish you for even attempting to tunnel and you will probably end up with 0k in most cases.
2. Tunneling ISN'T unbalanced and it comes directly from my previous statement. Tools against tunneling are stronger than they've ever been and tunneling in average pub matches should almost always be a dead end. Even in comp matches where some of the strongest anti-tunnels (OTR, Babysitter and StB) are banned and you will usually have only one survivor that actually runs DS and DH, tunneling is severely punished and killer can tunnel only if survivors make a mistake.
Let's be real for once, idk what region you are playing on but it definitely gives totally wrong feedback about tunneling.
The Perks against tunneling being so strong is an indicator of an imbalance in the first place…
Also they’re not Tools, they’re Perks. I’d consider a tool against tunneling to be something akin to a base-kit mechanic or an item of some kind.
Like how they eventually made Borrowed Time base-kit because of how mandatory it was to slot (indicating oversight on the overtuned viability of tunneling off-hook).
-
@Shroompy said:
Its important to note as well that theres a difference between tunneling somebody right from the beginning of the match, and going for some one who was just unhooked and is putting themselves in a really bad position, especially when comparing it to the person saving them.
Lets say Meg was just unhooked and runs into a deadzone and Dwight just saved her and is running towards shack, the better play is to go for the Meg. How ever if you flip whos running where then its best to go for the Dwight.
Being able to recognize who its best to go for is a skill in of it self, and theres no shame in doing it as its 100% a mistake on the Survivors part
Correct, yet there are many ways in which you can manufacture this scenario through zoning, proxying and utilizing existing deadzones.
It’ll be interesting to see how they approach anti-tunneling, but I hope it’s left to the Survivors discretion and not an automatic system like the anti-camp bar.
-
I agree that the Security Room just being a "loading screen" feels kind of… detached, though I suppose they wanted to have a much less interactive version both to harken to the original games lacking player input with regards to movement, as well as a way to make the power require less thinking (wait which door did I want to go through?). Still requires a bit more spatial understanding on the Survivors part as they don't get an abstract view of the map and door locations like the Killer does when interacting with the door.
I see the doors always spawning next to generators being a strong part of The Animatronics endgame potential, essentially having free fast access to a 3-gen regardless of distance, especially with the addon that lets him see generator aura progression. But in actual play it remains to be seen.
-
@DeBecker said:
Its was a really bad idea to remove the 4%. This was the only horror-like mechanic that tells you "there is still hope". Also you basically cant sacrifice yourself anymore to help the last survivor getting the hatch. And this will basically just lead to a stealth game that just prolong the game for no reason. As always they didnt thought this through at all.
While they did say you could still ######### on hook faster in such a scenario, they didn't specify as to how: Are you able to miss skillchecks after a certain period of time to get auto-sacrificed?
@Jay_K said:
I'm really hoping they release what clasifies as "go next". The worry i have is like i said in my original post you can't really tell the difference between a hardcore tunnel and someone running to the killer to go next. If quickly dying causes the go next prevention to kick in causing a disconnect penalty it means that is killers wanted to they could hard core tunnel not only to get the survivor out of the game but also to effectively soft ban them from the game for a while.
My guess is that it's going to be checking missing skill checks, the anti-camp meter, statistic accumulation between Unhook and 2nd Hook, Trial duration, and Frequency of occurrence across multiple matches. But we'll see.
-
The Blight events have been succeeded with a different aesthetic since the Halloween events inception, but we still see some Blighted skins pop up from time to time (Notably on Licensed characters). Perhaps the same will be true of the Masquerade.
-
Might pop up in lore, either with the House of Arkham group and/or crossing paths with the Observer if they're still going to do that stuff.
@terumisan said:
i never read the lore but isn't she closer to a killer than a survivor to the point where she created an event that affected both?
I think she may have had a hand with screwing around with the old Observer, but I could be conflating that just because he had run out of the Tower after stumbling upon a "Party" setup for him, been awhile since I last read up on the lore.
-
@katoptris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934097#Comment_3934097
The reclaiming mechanic is similar to mk1 shao Kahn . It nice but the axe should have been something else.
I get that but what I mean is that Otz was expecting something along the lines of: The recall would make the axe another projectile that homes in to the Killer from the prior point of impact, which in terms of ranged Killer abilities in DBD would have been novel. (A on-call "Boomerang" where stage one is throwing it, and stage 2 is calling it back).
-
Yeah, when hearing them talk about possibly wanting to intentionally miss with the axe, and then seeing Otz test to see if the axe had a recall mechanic (as in, you could chuck it over a wall/obstacle to setup a recall in a straightaway, possibly hitting multiple survivors if the recall didn't stick whereas the throw does) I was like: That could be dope as I'ma trickshot like the Ghost of Sparta.
But no.
If they wanted trickshots they could have also tried to introduce some kind of bounce mechanic on Terrain, I know Trickster has that through an addon (and it's just more anti-loop, so probably not the greatest survivor experience), but it would make the base projectile more diverse.
As far as addons go though it does look like they'll be interesting to fiddle with.
-
Why the bias that everything will only be a stick with no carrot?
-
I'm liking all the QoL, but IMO the presentation seems kinda… Sterilized.
-
Yeah. No. Slasher events should not be viewed as a humiliation event. People don't watch horror because they feel those getting killed in the flick are being humiliated, they watch it for the suspense, the tension, even spectacle.
If a scenario is cut and dry you can simply view their forfeit as a humiliating event. And if you really care about BP, kill the bots.
While the instantaneous trigger of the surrender option when the survivor states align might be too quick in some end-of-game scenarios, allowing a bit of spite from the opponent when you win serves simply to reinforce your victory and that you got under their skin.
-
Depending on if she's able to deploy them at a distance/how far she can remote control them, wouldn't placing a drone in an open area/corridor and corralling survivor(s) towards it also count as a trap playstyle?
Pre-place or distant place a drone, run the survivor into position where they'll be hard pressed to dodge the dash, and bonk?
-
Eh. Thematics I guess?
But also means that they can better utilize TR radii reducing perks/addons for more pseudo stealth, which seems like a fitting avenue of choice for stealth characters should the player forgo a slowdown/information/lethality/undetectable Perk.
Not that there are really that many addons that do so (directly influencing TR size), nor Perks.
To summarize: Thematics and build crafting.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892627#Comment_3892627
No, it’s really not a double edged sword. There aren’t a lot of people using Distressing or Coulrophobia on Wesker, even though he has a 40 meter terror radius, because it’s just not a good idea.
Also remember that map offerings are going to be changed to no longer be 100% guaranteed, which means that anything that relies on a specific map type, is just going to be unreliable.
My concern is with excessively hiding survivors, and if survivors use the increased terror radius to excessively hide even earlier, then it’s just frustrating for the killer.
Perhaps then that opens the way for the rise in use/creation of more stealth oriented/TR suppression Perks or more free-form information Perks.
Which, while it may be that the resulting perks function as a bandage for a self-made problem, is kind of how you present more mechanical diversity in Perk loadouts, via having a different base with which to work off of.
Mind you, I do still think that an Anti-Hiding feature should be added.
-
@Coffeecrashing said:
So we’re going to increase the terror radius of some of the killers, to make it easier for survivors to hide from them, but not implement hiding prevention at the same time?
It feels like both of those things should have been implemented at the same time.
Increased TR can be a double-edged sword, on both sides.
Larger terror radius means the Killer can make use of Terror Radius perks more effectively like Coulrophobia.
Slap on Distressing and the Survivors now need to work under the Distant Terror Radius layer or constantly be running away, meaning you could possibly have in essence a smaller terror radius as they have to rely on the second layer of the Terror radius to indicate you're closer to them. Great on smaller/layered maps, but perhaps less so on larger spread out maps.
Smaller Terror radius lets you get closer, and benefit more from TR reducing perks like Monitor and Abuse, however once they hear your terror radius, Survivors will typically know you're very close and to start running with more certainty.
-
Phase 1 is April-June. So presumably multiple updates during that time.
I'd expect Go Next and Hiding Prevention are more time-consuming features to setup the foundations for given they take into account player actions themselves in a shorter time-frame, over player states (or generators not being touched for 10 minutes).
-
I guess now that they're incorporating Gamma selection which can be used to lighten/darken based on external screen environments/eyesight's, and they have colorblind accessibility, there really isn't too much reason to permit an external 3rd party program that could highlight specific hues (such as scratch marks, blood) or offer certain contrasts that would give a competitive advantage.
-
@Thesevenspirits said:
Too many killers comments here, I'll like to hear from the survivors too. Thank you.
Charms aren't Survivor speciifc my dude. Unless you're insinuating that only Survivor charms give a bonus?
(But also heck naw. Totally scope creep and power creep.)
(But also I want to use the charms I want instead of being relegated to the meta, so why not lift the charm perks to something more abstract and…. we have 5th perk slot suggestion again)
-
Yeah that'd probably be a good change for future-proofing UI bloat somewhat.
-
@TohsakaMine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890410#Comment_3890410
I play both actually and i mostely play survivor lol ive been playing this game since 2017….. Also the cheating point was a total strawman and you know it. that ahd nothing to do with my point in the slightest. and you 100% were saying that TOS is pro/con tunneling because you wouldnt have brought it up in the first place einstein.
"We have a Terms of Service for a reason. I could try to hack the game or use cheats as a survivor to give myself the ability to pick myself up, but that isn't in accordance to the rules. And rules can be fair or unfair, well thought out or not, and changed. Get off your pontificating blinded high horse. Unless you're actually advocating to use cheats?"
- Cheating was never mentioned and has nothing to do with anything i said in the slightest. Hense it's a strawman
- Also mentioning this to a conversation about tunneling/slugging/camping is %100 implying that you thought the TOS protected against it.
- Obviously if you had basic comprehension skills i was saying that there are plenty of ways to counter tunneling/slugging/camping so instead of complaining and adovacting for unecessary changes that will likely lead to more changes you should learn these counters and get better at the game. Was i harsh? yes. This constant complaining about something that isnt and shouldnt be changed is ridiculous. Players will always find a way to exploit something and make the game as easy as possible for themselves. It's better to learn than to complain.
Crazy actually crazy response from you
I apologize for the double response for some reason i still wasn't seeing my first reply for an hour so I thought it bugged out and didn't post.
Sigh. Dude, your quote was a jab (but apparently also posting rumors of leaked content). Your next block of text afterwards was also a jab calling new players spoiled. (Even though I started playing in 2018, I don't take kindly to jabs)
Yes, that's what annoyed me, that's why I jabbed back at you following my own use of that quote as a point of focus, a quote which I thought you added in because you thought it relevant and so I wanted to show why such a stance can be problematic by extrapolating the meaning and (I would assume) twisting the spirit of the quote. I never said you said that, simply extrapolated a scenario based on the philosophy proposed by your quote. But apparently that quote was meaningless to the discussion and you gave no weight to those words at all. s u p e r.
Although the twist certainly did get a rise out of you, likely meaning you don't actually take heed of the quote yourself, which is a good thing.
And also riddle me this:
- If all remaining survivors are in the dying state, what difference is there between them all being hooked or not?
- Should such mechanical ambiguity be present, and should bypassing the hook mechanic be possible?
- In such a circumstance, how many other gameplay features such as: pickup, struggle, hooking, unhook chance, hook demand, etc. are bypassed?
- Should you be able to bypass these game mechanics?
- In such a circumstance, does a self-pickup perk provide novel functionality found nowhere else in the game?
- Should a Perk solely provide such a critical functionality?
I frankly don't care if there are methods to avoid a 4-slug, and I heartily suggest using them! (Given that in such a scenario pickups to get back on generators faster than the Killer can down is still important.) Since my suggestion is far from a good replacement. All it is, is to ensure a fallback in the event that such a situation occurs to prevent egregious slugouts and at least some sense of agency in such a scenario.
-
I also still don't get why they don't take into consideration Hooked Survivors either. Just means in the event that the last two are down or one is hooked and other chased, it falls onto the Hooked survivor "going next" to politely let the Killer have the Mori if they down the last survivor, or the Killer waiting out the Hook stages of all other survivors to kill the last survivor.
Sure, if it took Hooked Survivors into consideration there could be some edge-cases where the Hooked Survivor had a self-unhook perk available to use, but those cases would be far fewer than the above annoyance.
-
@TohsakaMine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889580#Comment_3889580
Wow. I bet youre a real fun one in end game chat. Way to put words in my mouth. How and when did i advicate and condone cheating? thats a wild claim. Could have had a proper discussion but you have to result to petty little jabs. crazy. I was complaining about survivors hiding yes but that was from the perspective of a survivor lol youre absolutley sad man.
You want to use the TOS as a baseline to call out tunneling/camping/slugging. Yet the game literally states that tunneling/slugging/camping isnt reportable so there goes that dumb defense
I wasn't the one that ended an introductory response by saying all losses are simply skill issues and insinuating I'm part of the younger generation and spoilt.
And I'm not putting words in your mouth, it's why I was questioning what you said. I'm working off of the quote you seemingly posited, as exploiting systems is an ability one could leverage to overcome what would otherwise be considered losses, (curse yourself for not doing so).
Though speaking of putting words in mouths, I never said that the TOS are pro/con tunneling/camping/slugging. You're the one making the association between that when I was mainly using it as an example as to how your quote can be used in a malicious manner. I was also using it in reference to the survivor using cheats to pick themselves up, so you're twice off-the-mark.
You also probably don't play survivor much, if at all (or you didn't actually read the post), as you'd be able to gauge that my slugging proposal is still heavily in favor of the Killer. You never even touched on the anti-tunneling aspect which is much more volatile in terms of impact, seemingly focused on blind defense of slugging as a whole. So as far as a proper discussion, I doubt one would have been had in the first place.
-
@piplup55 said:
I don't dislike the ideas. I don't think the slugging solution needs the broken status effect. Getting up with deep wound would make sense so survivors don't start healing immediately after getting up while wasting time healing their deep wound.
The anti-camp/anti-tunnel is actually very similar to a solution I came up with. But instead of the survivor jumping from hook to hook, they always stay in the same hook. And, after a time or under certain circumstances a "silhouette" of said survivor appears on a far away hook and other survivors can unhook the "silhouette" for the hooked survivor to teleport there. Killer gets the unhook notification under the original hook if this happens. This basically makes it so a survivor can be unhooked in 2 different places to avoid camping and make tunneling harder.Perhaps Broken isn't necessary, just wanted to make absolutely sure it's not an option that becomes a meta-choice over trying to pick up (Survivor Healing) a dying Survivor.
Yeah, presentation is up in the air with regards to Anti-tunnel, but IMO the mandatory premise is basically: Overtime the Hooked Survivor can be unhooked elsewhere.
I like the unhook notification staying at the starting hook. I'd suggest that the Anti-tunnel system is at the Hooked Survivors discretion though, instead of something entirely automatic. Gives 'em something to do, and introduces a human factor in the result for better ambiguity as to the unhook spot.
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889582#Comment_3889582
If information is the issue, removing the unhook notification is the first step.
Which punishes players that are spreading hooks with less information and also gives another incentive to proxy Hook to "keep information up to date"
-
@SoGo said:
The slugging solution has some merit, and it's not abusable like the old basekit UB solution, so really, it could work.
The other one, no. I think that with some improvements to the already existing AFC mechanic (showing it on the HUD, maybe speeding it up a bit) would be enough to work without an outrage from the other side. Some base anti-camping perks could be also introduced (Slippery Meat does very little, and the effect could be easily carried over to Up The Ante if needed).
Tunneling already has some basekit counters AND multiple strong perks that deny it, so…
But that's the thing. I don't want to stop tunneling. I just want to stop Killer typically having rock-solid information as to the location of an immediately unhooked survivor due to the base-game nature of a Hooked survivor being in a single location, necessitating the assistance of another survivor, which facilitates a greater ease of tunneling base-kit, and has a side effect of reinforcing camping behavior.
If you want to tunnel, invest in Informational Perks, not just stacking slowdown and leveraging basic positional dynamics inherent with the current Hook system.
But I do realize that all this does need to come with Killer buffs, I just don't really know what that should be since I typically don't sweat all that much in my matches.
-
@TohsakaMine said:
It's part of the game and it's not going anywhere. No point destroying the game to prevent something that's counterable. Is it awful and annoying to be tunneled/camped/slugged? sure. Games last 10 minutes. Just lose and move on to the next one.
Also the whole slugging thing isnt necessary to fully change. I think the only thing they can do is a surrender option if everyone is downed for a certain period of time.Slugging is a part of the game and there builds around it and ways to counter it. Sure when youve got a nurse that can slug everyone in 2 minutes and slugs that can be frustrating (im bias because i like running a slug nurse from time to time) but realistically just getting better and learning to mind game goes wonders.
Ive faced plenty of slugging killers and have had consistent 2+ make it out. Ive also ran slug build and have gotten handed to me by good survivors. It's a skill based game
I do think something needs to be done about hiding. Ive had 2 games in the past week where a survivor was running clairvoyance and a key and just sit in a corner item swapping to prevent crows until everyone died, and that was when i was playing survivor.
"All losses in this world are due to a lack of ability. If you want to curse someone, curse your own weakness"
I Swear newer/younger players are spoiled now. You think camping/tunneling is bad now? You must not have played back when there was face camping, No off hook protection base kit. Insidious basement camping leather face. basement camping trapper, Noed not being a totem. All the crazy horrific stuff from back then. Even for killers. Old DS, Instablinds, Etc. People complaining now wouldnt have lasted in the early days of dbd.
I'm a Killer main. Played hyper-tunnel-proxy Bubba (And wow I really got into the cheater queues right quick after several matches of that) and slugout Ghostface with Knockout (to see if I could, and I did). Most recently though I've just been playing Drac and hitting 8 Hooks and then waiting for them to finish Gens to kill the Obsession with Rancor during the EGC. Keeps my matches nice and casual through MMR manipulation (though sometimes I do need to kill everyone for a couple matches now and then when it drops too low). And especially in these matches, I can slug everyone out if I really wanted to since I'm punching below my weight.
Time management is an important facet of Killer gameplay.
Slugging bypasses a lot of ingrained time-management of "other parts of the game". It needs tweaking, like allowing Survivors to pick themselves up (not in a time-efficient method mind you, just to make sure the Killer can't be too time-efficient with too many long slugs)
"All losses in this world are due to a lack of ability. If you want to curse someone, curse your own weakness"
We have a Terms of Service for a reason. I could try to hack the game or use cheats as a survivor to give myself the ability to pick myself up, but that isn't in accordance to the rules. And rules can be fair or unfair, well thought out or not, and changed. Get off your pontificating blinded high horse. Unless you're actually advocating to use cheats?
Also really funny you say that when you just previously complained about survivors hiding… Curse your own weakness why don't ya instead…
-
@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889462#Comment_3889462
No, in this case people are just thumbs down because this suggestion "just disable any macro game for survivors and at the same time punish killers"
With the same outcome, I could create a thread: “let’s make generators of 900 seconds each and give killers insta kill” people will not waste time on this, they will simply give a negative rating and move on
Expecting every survivor in the game to have a good understanding of macro gameplay in order to counter strategies that openly present themselves as the path of least resistance on all levels just serves to make the casual survivor gameplay experience kinda trash.
Also that macro gameplay is just spread and sit on a generator. That's boring.
People complain about balancing competitively, and your take serves just to reinforce competitive gameplay, boring gameplay at that.
-
@MrMori said:
That doesn't mean we shouldn't try.
In what sense, though, is the question.
Should the Killer have to work 100% to secure a single kill? two Kills? three Kills? four Kills?
If more than a single Kill, what should the killed Survivor() experience? Just an end? To help the remainders? To help themselves (from a metagame perspective)?