Aven_Fallen
Aven_Fallen
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@Heartbound said:
Something a lot of people overlook is how much pressure the killer loses when he kills someone with a mori. The remaining 3 survivors don't have to stop what they're doing to go and unhook the (now) dead survivor. If people were messing around then sure, the game could snowball really quickly, but if the killer is having a little trouble getting survivors down in the first place, that's a loss of 3 gens.
Start using ebony mori in your games, you'll see it's not the instant win that it seems like.
What? How does someone get the line of thought that a Mori can be bad for the Killer?
If a Mori is used early (which means - before 4 or at the very least 3 Gens are completed) and the game turns into a 3v1, the Killer can only lose if the Skill Gap between them and the Survivors is REALLY big. Meaning if the Killer is way worse than the Survivors he is going against.
The usual way of playing is that 1 person is on the hook, 1 person is going for the safe and 1 person is getting chased. Which leaves 1 person on Gens. If it is a 3v1, that last person is gone, the game cannot really progress for the Survivors anymore. You have to mess up massively to lose while using a Mori.
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Dont you know? The counterplay are completely skillbased mindgames! Where the Spirit knows all the time where you are, while you dont know where she is. Great, eh? Just use Iron Will, 5head. Its not like it gets countered completely by Stridor. :^)
On a side note, does she have footsteps when phasing? Luckily I dont get many Spirits anymore.
But I am pretty sure that she will get Nerfs. There is no way that Billy gets a Nerf but Spirit remains as she is forever. Good DBD-Streamers, even Killer Mains, say that she is not ok. Not that this matters that much to BHVR, but I highly doubt that nothing will happen. (It will take a while, tho)
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You have some Rift Cosmetics, which he does not have. At least this should be the reason for the difference.
EDIT: Just checked it, I have 85 Cosmetics as well. And I have completed every Rift so far.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1775260#Comment_1775260
I believe prior to the EGC update, you needed at least two Gens finished if there was only one Survivor left.
This is correct, but does not matter at all for this topic.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1775249#Comment_1775249
Nope. You used to be able to see the hatch far sooner.
No, not at all. Hatch always needed a number of Gens to be completed, depending on the number of Survivors left in the Trial.
4 Survivors = 5 Gens
3 Survivors = 4 Gens
2 Survivors = 3 Gens
1 Survivor = anytime
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@Ohnoes said:
https://forum.deadbydaylight.com/en/discussion/comment/1774867#Comment_1774867
Actions speak louder than words and the devs actions previously have been lackluster. No need to pick and choose.
Yeah, but shitting on them now is 100% the wrong move. They said that they will improve on those events, so the very least would be to wait until next year, how those improvements look. Everything else would be pretty unfair.
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Yeah, this Daily Ritual is one of the most annoying ones. Most of them are easy like "Hit 4 Hatchets"..."Chainsaw 3 Survivors", which is all really easy to do.
But Ghostface is like Do this, while doing this and then do this...
But, it will be changed:
https://forum.deadbydaylight.com/en/kb/articles/269-4-4-0-ptb
- Rite of The Ghost Face Daily Ritual has been simplified: "Mark 4 Survivors".
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@smartemarte said:
Probably my least favourite map of the game, the loops are horrible, having to walk so far to get onto the next floor either means as survivor you can keep miles away from the killer or as the killer you just can't catch up effectively.
chases are pretty poor anyway because the way the rooms are designed and most pallets are unsafe.
It is not a problem that most Pallets are unsafe, but they are TOO unsafe while the Pallets on the Outside are too safe. The way of playing this Map is basically that you use the Pallets in the Room to navigate, but with Bloodlust, you cannot really do that.
In general, the Map needs some things for both sides:
I would open a fourth way up/down and the optional way (near the Bathrooms) should be number 5. So that every Corner has a guaranteed way to move up or down.
More Drop-Spots from the upper floor to the lower floor.
And more access to the Center Area, from all four sides instead of just from two sides. To keep the general Structure, those can simply be holes in the wall and not stairs.
I guess this would already help this Map a lot, the main problem is navigating through the Map IMO.
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This would just mean that there is a lot of time wasted on both sides. You can take up to one minute to use your attempt, the Killer will just wait it out and knock you down if you kobe.
"But what if I have DS?"...The Killer will wait it out.
"But what if I have Unbreakable and Soul Guard as well?"... The Killer can again, wait it out.
"But what if the Hatch is next to the Hook?"... The Killer will not leave that open.
It is not worth to add this option just for the one unlikely scenario that someone really escapes at this point. Most likely players will just waste 1 minute of matchtime for nothing (seen like this already, when two Survivors are left and one of them is slugged and the other gets hooked... instead of just doing the 3 attempt, sometimes they just wait).
And personally, if you have not been hooked (and especially if you have Deliverance) and you let your teammates, who are on Death Hook, die instead of being more aggressive to get into chases, you are pretty selfish. At this point you can easily get into chases to remove pressure from your teammates, if you have not been hooked once (and again, especially if you want to use your Deliverance).
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@JinSime said:
You have... I don't know... other 3 survivors to chase? There are times in the match when slugging and letting people pick the teammate up is a wise move.
Nah, they dont get it. Its always the same, if one person is unhooked, only that one Survivor exists. So they tunnel and get hit by DS, just to open a Thread on the Forums afterwards.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1772982#Comment_1772982
The point of this thread is just for me to express myself saying that we never had to have this many gen related perks (anti-gen tapping, gen slowdown, gen tracking, etc..).
Gens are the Main Objective. Sure that a huge part of Perks affects Generators.
Regarding a new Objective - as long as it is balanced. Killers dont need more time in general, at least when it comes to Objectives. So if you make a secondary Objective that you need to collect parts, the time spent on a Generator would be decreased as well.
So its not like you will have 80 seconds for a Gen and 60 seconds to collect Parts, for example, lol.
In general, adding a second Objective is pretty difficult, since it needs to be balanced. Even tho, I can imagine, most Killer players will be fine if it is like "Ok, it takes double the time to complete the Objective now!".
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/1772991#Comment_1772991
I thought Old legion was fun, you could get some really cool long chases out of it.
Eh. The long chase just means that he takes ages to down someone. You basically guarantee a down while losing the game because it takes so long.
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@Emeal said:
Well, Legion used to have that, but Survivors didn't like it so it was cut. So they got Mr Mend Man instead.
Legion was not even a strong Killer when they got released. So its not like you lost a Tier A-Killer. He was simply badly designed, in fact, Legion is a complete design failure.
@Topic:
In general, Legion is not THAT bad, but one of the weakest Killers. However, you can play every Killer at Red Ranks, you will be fine in the majority of games.
When it comes to Legion, they need a full rework. The ability to vault windows and Pallets needs to be removed to actually make them a strong Killer.
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I mean, DBD is quite a simple game. You basically have 3 categories for Perks as Killer - Chasing, Tracking and Slowdown. With 78 Perks in total for Killers it is quite logical that a huge Bunch of them will be Slowdown as well, and even more logical that those will also focus on Gens, considering that Healing and Objectives are the only things which really make sense to slow down.
So nothing which is sad or depressing IMO.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1772717#Comment_1772717
... 4 man SWF does play a lot better than 4 Solo's. That's just common sense.
Did I say anything else? I just said that 4 Solos who are good at the game will give the Killer a hard time as well.
4 Solos who are good at the game will be harder to beat than a Potato 4 man SWF. Really, stop blaming your losses on SWFs.
But I guess someone who does not want to play when Bloodlust is disabled, blames SWF a lot.
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I played Doctor on Hawkins with the Calm Add Ons. I also used Brutal Strength on him, but that is just in my normal Doctor Build.
I usually never kick Gens, so I can understand where you are coming from. But IMO on Hawkins you can get away without kicking most of the Pallets, so you can go for those after hooking the Survivor you chased. But I also kicked some Gens, just to make really sure to get those 15 Kicks.
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The easiest fix to the "SWF Problem" would be to accept that 4 good Players would give the Killer a hard time as well when playing Solo.
And well, this includes stopping to complain about SWFs and focussing on getting better at the game. Seeing OPs proposal shows me that not SWF is the problem he is losing games. Let alone that his proposals dont make sense at all.
Just some thought (which should be obvious IMO): If you reduce the Repair time of the SWFs, how are Solos not affected? They play with teammates who are slow on Gens (and I am not talking about the "not doing Gens" slow).
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Several reasons against that:
If I want to play with my friend, I play with my friend. I dont go like "Ok, I see the Killer, so I dont play with you anymore". I rather take the one Survivor where I know that he will not be a complete potato.
They would need to remove Lobby Chat as well, because Solos can easily pass over the information to SWFs, making it completely useless to be a Solo-Feature.
And last but not least, one Solo might not carry the team, but the more Solos are in the Survivor Team, the more counters to your Killer will be present. E.g. if you play a Stealth Killer, everyone would equip Spine Chill. And even if it is only 1 Solo player and he is not telling the other Survivors that you are a Stealth Killer, it would be 1 Spine Chill instead of 0 Spine Chills. And the more Solos are on the lobby, the worse it gets.
Playing Hag? 4 Solos? Yay, 4 Flashlights und Urban Evasion.
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Its all fun until you notice that the Killer Offering does not turn around...
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1771661#Comment_1771661
Bloodlust barely helps with any loops. Where it is useful then when survivor cheeses strong RNG or like windows of asylum
IMO it helps more at unsafe Loops than safe Loops. For safe Loops, you should break the Pallet anyway. I mean, you can play that Longwall with Bloodlust, but you will have to reach at least Bloodlust 2, probably even Bloodlust 3 to have a chance to get a Hit, and at this point you would have been better with breaking the Pallet anyway.
But for unsafe Loops, even Bloodlust 1 allows the Killer to get a Hit in without needing to do stuff like faking the direction or baiting the Survivor into a mistake. And this is what bothers me the most, you can play unsafe Tiles perfectly as Survivor like faking the Pallet vault and stuff like that, but Bloodlust ruins it.
In general, I think that the number of safe Pallets should be reduced and the number of overall Pallets should be increased. Currently Maps have like 8-12 Pallets where most of them are safe. This creates two problems:
Killers have to break the Pallets or get to Bloodlust 2 or 3 to get a Hit. Breaking the Pallet is pretty boring if the Survivor plays completely safe and does not really loop the Tiles and getting to Bloodlust 2 or 3 takes a huge amount of time and also feels kinda cheap.
The other problem is that with such a low amount of Pallets, if there is a Rank 20 Meghead on the team who somehow made it to Red Ranks and throws every Pallet early, there are not many Pallets left anymore and the rest of the Team does not have ressources.
However, if we have more Pallets, like 3 or 4 safe Pallets and then 20+ unsafe Pallets, you would not have either of those problems. The Killer can play unsafe Pallets, because those are fair for both sides (except when Bloodlust kicks in, then they become unfair again). And with a huge amount of Pallets, the "bad teammates" cannot really "ruin" the game for the other Survivors.
Of course Killers who are not able to outplay Survivors at unsafe Tiles would suffer at the start without Bloodlust, but they will learn as well. And you would not need to break every Pallet immediatly as Killer.
I guess overall that would be a more fun experience, because then it actually matters who is better. Like, when Bloodlust was turned off, I got most of the Survivors on those Tiles next to the Badham Preschool Main Building. And then there was a Laurie who played both unsafe Pallets perfectly, I was not able to get her, so I had to break those Pallets, because she was better than me. With Bloodlust, I would have simply gained a Speedboost after a few seconds and would have been able to hit her, despite her being better than me.
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@Freudentrauma said:
https://forum.deadbydaylight.com/en/discussion/comment/1771652#Comment_1771652
It's also possible, that they will throw a bunch of anti-totem perk to deal with it. Especially considering that I don't even know how they could nerf/change it. Removing the Aura reading might be nice, but then the perk wouldn't have any scalable value for perk tiers.
Maybe they will limit the amount of time each hex can be transfered. But I'm not sure, if it would weaken Undying a little bit too much for differen Hex-Totem combos. On the other hand, they could really limit the hex transer to only once per hex, but take away the loss of Tokens for transferred Hex-Tokens. That would keep the perk reliable and open it up for more combos. We will see.
I like the idea of Otz - his idea was that if Undying relocated a Hex-Perk and is cleansed, the relocated Hex-Perk is gone as well. This would mean that the Survivors have to cleanse a minimum of two Totems (for the two Hexes), but it is still possible that they have to cleanse more.
IMO Undying depends on the Map. If you have an older map with obvious Totem Spots (like the famous Disturbed Ward-Totem Spot) it is much different from a newer Map or reworked Map. Those have some really tricky Totem Placements.
Regarding the Aura Read, there are several possibilities. You can transfer that to Thrill of the Hunt, because it basically lost its right to exist when Undying got released. But I think this is a minor thing, it is not like Thrill of the Hunt was good to begin with. You can simply remove it completely. Or you can reveal the Aura only when a Survivor is cleansing a Totem. This would prevent free information just because a Survivor is standing next to a Totem they might not even see.
Regarding taking away the loss of Tokens - this will not happen, as long as Devour Hope exists. While Devour Hope is a cool Perk it is probably the Hex-Perk which holds back Hex-Totems the most.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1771877#Comment_1771877
I think the problem with Ormond is how spread out the gens are and how safe they are located. This can give the impression of a huge map. The same thing happens with Disturbed Ward due to how easy it is to get to the middle building.
Even Mother's Dwelling, the biggest map in the game, doesn't feel like this.
Yeah, I would say so.
The Tiles also "help" with that. Because there are so many safe Tiles connected to each other it looks bigger than it is. Especially when you chase someone there.
(IMO the opposite happens with Temple of Purgation - it is the same size as Ormond, but for me it always feels like a small Map because the Temple in the center takes away so much space)
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1770977#Comment_1770977
Cause its a snowy day?
I mean, there is even a moon. It should be night.
@LiunUK said:
the map is still the same size as far as i can see but there are lots of weak pallets and low debris towards the middle making it very easy to see across the map outside the resort building similar to the center of blood lodge and there are less strong loops around the outside so balance wise i would say it's similar to disturbed ward in terms of scale except the middle building is not as strong.
Ormond is not that big. It is like the 8th biggest size from 17 different size categories or something like that.
I cant check it right now.EDIT: Checked it, my numbers are correct.
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I keep an eye on it and see that I almost never reach Bloodlust 1. During my first game I was not even sure if they really enabled it again.
But I notice that most of the Killers I see at Red Rank seemed to have missed Bloodlust. The amount of stubborn Killers who dont break Pallets or dont even try to outplay a Survivor is huge.
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I think they will touch Undying in one of the future Patches. I doubt that they will touch Ruin or Tinkerer, Tinkerer even got buffed recently, so I doubt they will change it again.
But the combination of those 3 Perks is pretty dumb, you dont need to be good to get value out of Ruin, which would have been probably the best thing about Ruin - good Killers will benefit the most. But if Tinkerer triggers and you have a big "Go here!"-sign on a high mobility Killer, you will get free Gen Regression basically.
So, yeah, while Tinkerer is probably the most problematic Perk if you combine those 3 Perks, I guess they will touch Undying.
(I cannot wait for the Forum Response :>)
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It looks more fair. But I think the Map is way too bright, I hoped that they will make Ormond darker when they rework it, but it got even brighter.
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The actual Tombstone (the pink Add On) is actually not that strong. Because you usually run both pink Add Ons and it takes a huge amount of stalk to get to Tier 3. Also this Add On has a Downside because you lose Movement Speed.
The Tombstone Piece however (purple Add On) is stronger and it does not take that much Stalk to get to Tier 3. His best Add On and hopefully they change it at some point.
But to answer your question, Myers is a pretty old Killer, during this time of development there were a lot of busted things which were added to the game. I doubt that Add Ons like this would be created nowadays.
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@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1765163#Comment_1765163
Why would you buy something you're not looking forward to playing?
I will play them. At the very least, I will play the Survivor and get all the Perks of this Chapter.
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@Nosferatu3145 said:
https://forum.deadbydaylight.com/en/discussion/comment/1770350#Comment_1770350
Yeah, well, that's just like, your opinion, man
I guess others feel the same. I know that some streamers find her boring to play and there must be a reason why you dont see many Hags. And its not because she is weak, she is without a doubt one of the strongest Killers in the game.
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FIrst of all, back in the days you used to know which Killer you will face, because they used different Hooks for each Killer. There was a reason why this was removed.
Second, it is pretty boring IMO. Like, when you dont know who the Killer is, you have to be aware to not get grabbed by some Stealth-Killer, dont feed a Michael or be exposed by a Ghostface. But if you start on MacMillan, you will know it is a Trapper.
Third, I main Pig. I dont want to play on The Game every time. One of the most boring Maps to play on.
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@Dwight_Fairfield said:
I only find her irritating if she sets up a basement strategy. I also rarely see Hag. Her and Demo are the killers I see the least.
Because playing Hag is not fun as well, since you cannot chase. You have to rely on people stepping in your Traps.
I levelled her during the lst double BP Events since I had lots of Cakes on her and I hated every minute.
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Just let him run it. Self Care on its own is not a bad Perk, it is people who decide to heal in the Corner against Sloppy Butcher who are the problem.
As long as your friend is using the Perk not in such a way, it is fine. Of course if he is that kind of person who self cares in the Corner while his team is dying, he should stop doing that.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1769397#Comment_1769397
Yes the survivor shouldn't get hit at a car loop if they are playing against one of those killers I mentioned. Only way they can get hit by an m1 killer is if they weren't focusing or went greedy for another loop.
Yeah, but if Bloodlust is enabled, they will get hit. Despite playing the Tile perfectly. So you are for free Hits for Killers at unsafe Tiles, despite being worse than the Survivor?
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Its not only SWF or Solos, Killers itself also make the game hard to balance.
Like, the guy who places Traps around the Map can never be as strong as the girl who is invisible while chasing a Survivor. This will never be possible. Sure, you can buff certain Killers, but you will never reach the Level of Nurse or Spirit. Probably not even Freddy, as long as you dont plan to give his abilities (at least the Teleport) to every Killer. Which would be kinda boring tbh.
And if you do something to buff every Killer, you would also buff those who dont need it at all.
SWF - Solo is one thing but stronger Killer - weaker Killer is also something which makes balancing harder.
In the end, DBD will never be balanced completely.
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@NomiNomad said:
I honestly don't know why people can't see these experiments are very good for the game. This allows them to test things before they decide to nerf or buff them, so they can do so accordingly.
Maybe disable meta builds (both sides) for a week to see how much they actually boost win rates. The PTB doesn't have a big enough player pool to test things like that.
But, as it is, we'll probably have a few "disable Bloodlust forever" posts for a week until The Twins come out.
I mean, Bloodlust should be disabled forever, once the problematic Maps are reworked. It feels good to actually outplay a Killer on unsafe Tiles without them becoming super-fast.
But that is something for the future.
In general, I hope they test a lot more stuff like this. Even quite frequently like every second weekend or once per month. Like disabling Moris and Keys for 3 Days, disabling certain Perks for some Days...
Personally I would also like to have a small BP-Bonus for all players during those weekend, like a 1.25-multiplier to animate even more people playing.
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@Katie_met said:
There used to be a feature where you could see the ranks of the survivors who you were in a lobby with, I've no idea why they removed it.
Because it was a Bug. And so it got fixed (not every Bug is really bad for the game, but a Bug is a Bug and you dont know what consequences that Bug might bring).
I would also not have had anything against it being in the game, not for lobbydodging, but to see how much I have to try to win the game. E.g. if I see that someone brought his Rank 18-Friend, I would know that I wont have time to do Chests or Totems and just stick on Gens.
But, aside from being a Bug, it was also removed so that lobbydodging does not increase. And I get behind that.
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I think it is fine to use a Perk Slot for this. Otherwise you can start to talk about so much stuff Basekit...
I dont think that any Perk should be Basekit. The only thing I would like to have as Basekit would be the Aura Read of Buckle Up to see if the Survivor on the ground actually recovered or not.
Of course Kindred would also make sense, but Devs stated that they dont want to do that, so I guess thinking about any Perk being basekit will not lead to anything.
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Iri Heads will be changed once Huntress gets her Add On Rework. No date yet.
Clown is the next Killer for a Rework, and I hope they will also look into Pinky Finger. It is really easy to get a direct Bottle Hit now that you can spam Bottles since he does not have a Slowdown after a throw anymore.
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A friend of mine only did the Survivor Challenges and only played Survivor, and still completed the Rift. We played like 2 hours each day during the week and 4 hours on Friday/Saturday. He completed it like 2 days before it ended.
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In the 30 games I tracked, I got Badham 5 times. But I also got Autohaven 5 times and Coldwind 7 times (+1 more with a Map Offering).
So I would not say that they increased some chances.
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I mean, it is not really a hot take that Haddonfield sucks.
I havent been on Haddonfield as Killer, only as Survivor one time. But I would not count that one, the Killer was a Bubba and he was fighting his Chainsaw and the Walls more than the Survivors he chased, so I think even Bloodlust would not have helped him.
But Haddonfield is definitely one of the Maps that needs work before Bloodlust can be removed. My guess would be that the Devs know about that.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1769596#Comment_1769596
Yes I also saw that the wait time change with day/night time. But why?
I guess a part is SWF, because during the evening and night times there are more Survivors playing since all of their friends have time?
For example, I play in a 2 man SWF with a friend, if I play SWF with him those are 2 Survivors more in the pool, but if I play Solo, I play Killer, which means that during the day, there is 1 more Killer in the pool. And in the evening it becomes -1 Killer and +2 Survivors.
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Here is the video @Axe was talking about:
https://www.youtube.com/watch?v=IQRDijaX5IoI also agree to what he said, take your time to aim the Hatchets. If you hold them up until they are fully charged, they also travel way faster, which helps to get hits because Survivors have less time to react.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1769573#Comment_1769573
Killer have long wait times too? I want to play survivor after Work but I can't because it's take so god damm long.
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In my region, during the day the Killer Queues are long or super-long and the Survivor Queues instant and in the evening, Survivor Queues take longer and Killer is instant.
So yeah, it affects both sides.
But I am not a big fan of Bots. I play a Multiplayer game to play against actual humans.
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I mean, yeah, you should report ingame. But the Support Message looks like you used the wrong category to contact the Support.
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Nothing official announced yet. I would not expect anything to be honest, but I am always happy to be proven wrong on this one.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1769317#Comment_1769317
Isn't that before her massive buffs? And in 2017 there were probably triple the pallets, vacuum pallets, legitimate infinities, exhaustion recovering while running, etc.
Hag doesn't need bloodlust by any means at all. 1 trap is all it takes to shut down almost all loops in the game. That's every loop nullified in like ~2.2 seconds or so.
You can follow people around setting traps at every pallet and she is actually pretty good in a chase. But there is no reason to do that since she is best played defensively. Chasing with hag is a rookie mistake.
Of course. Bringing a video from 2017 is completely useless, nothing will be proven with stuff which is changed already. And you are completely right that chasing with Hag is a rookie mistake.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1768567#Comment_1768567
Ignoring that terrible ghost, those car loops can be looped 1-3 times depending on the gap between survivor and killer before beginning it. Completely visible killer and the car is long enough to switch directions if the killer tries to double back.
Against an m1 killer like ghost, legion, plague without corrupt purge, trapper or hag without a trap set up there, demon without power, myers without t3, huntress without hatchets, survivor should not be getting hit unless they have terrible reaction time or the killer has spirit fury + enduring. Which is not uncommon for a ghost to run because there are many loops like that car loop he can't do anything about.
The rest of the cast has something to do about it because they're not m1 killers at any point of the game, like doctor, deathslinger, demogorgon.
You are saying that the Survivor should not get hit at this situations, yet it happens, if the Killer is better than the Survivor. And if the Survivor is better, the Killer should get a free Speedboost, to get a Hit anyway, despite being worse?
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@laorik said:
https://forum.deadbydaylight.com/en/discussion/comment/1768567#Comment_1768567
Okay Mr survivor main, let's have an ACTUAL look at that footage.
Gf finds Survivor
0s > Survivor loops a car
10s > survivor drops pallet (no stun)
15s > GF first opportunity to break pallet
From here, GF makes alot of mistakes (probably didn't even know BL was disabled), that we can agree on, so let's theorize how it goes from there.
17s > pallet is broken
*Lets be SUPER generous and give him a 7s chase for first m1 hit post pallet*
24s > Survivor is injured
That's 24s, for one injured state. The second state, is almost always longer due to DH and IW. Often IW triples the 24s. For arguments sake, let's keep it at 24s per damage state. That's 48s for 1 down, then another 12s to hook. We're suddenly at 1 minute for a single hook state. If this is the first hook state, that means every other survivor tunnels their gen for 20s, and STILL save the hooked survivor in time, and suddenly we're down to 2 gens.
2 Gens. 1 hook state. all from this survivor "outplaying" GF. Now imagine he's an actually competent survivor who can loop for more than 1 minute for each hook state...
All this happened, WITH bloodlust. With the absense of BL, every figure I've quoted blows out outrageously beyond the realm of possabilities for even the best killers.
Pray tell Mr survivor, how do you justify disabling BL with my cold hard mathematics?
"Okay Mr survivor main, let's have an ACTUAL look at that footage."
First of all, no reason to go like "Mr survivor", I play Killer as well, at Rank 1 as well and I dont struggle without Bloodlust. And I am not even good.
Second...actual look at the footage? And then you write about:
Gets his hit-->In the video the Survivor was already injured
Breaks Pallet-->He does not break it
Dead Hard and Iron Will-->None of these come into effect, the Survivor in the video does not even have Dead Hard
So why do you get sassy by going like "Ok Mr Survivor" and then you talk about a lot of hypothetical stuff which is not even in the video?
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1768423#Comment_1768423
so when the exit gates are open and a survivor drops a pallet where you are in between them and the gate.. you should just break that pallet and let them run free
got it
totally outplayed
or maybe there's another lame ass safe tile right beside a downed pallet, and you choose to BL it in order to prevent them from looping 90 safe zones together
map design totally the killer's fault, let's limit the ways they can play the game even further
Ok, you dont want to understand, but I try once more:
https://twitter.com/DBDMatchmaking/status/1330071826370863104Look at this video. Those are two unsafe Pallets, the Killer is totally able to outplay the Survivor here. But he cannot, because he is bad and makes numerous mistakes.
What you want is a hand-holding mechanic which grants him a hit which he clearly does not deserve.
Bloodlust was a band-aid fix for Looping because those Loops back in the days were ridiculous. It is not a hand-holding mechanic for playing bad.
And sorry, but unsafe Pallets are not bad map design. If a Killer cannot outplay a Survivor at an unsafe pallet, the Survivor is simply better. But with Bloodlust, this does not matter since the Killer can just run around the Loop until he is fast enough to get a Hit. Does this waste time? Yes. Is the hit deserved? No, not at all.