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Blueberry
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I think your point about matchmaking is a good one as well which is a point I've been making for a very long time. I'd also add in the poor rank reset which exacerbates this even further.
This is a big part of what also skews their statistics tremendously.
The games poor matchmaking, poor ranking system and poor rank reset all artificially cover up how unbalanced the game is.
IE if the game had perfect matchmaking, ranking and a correct rank reset, it would seem ridiculously unbalanced. We don't see this because it throws bad players into the mix of good players against good killers.
But we have MMR coming to fix this right? Not quite.
MMR will either be bad and we'll still see all the nearly exact same issues. Except we won't see them because it will all be hidden...lol..because that makes total sense right?
OR
MMR hypothetically works amazing and now the games balance is on full dumpster fire display.
Now we could look at this optimistically that now we can see the balance better to improve it. I suppose this depends how optimistic you are about this happening based on the games previous years of track record..of which I would lean on pessimistic.
BTW, solo queue is not even remotely underpowered, it's overpowered, just not to the degree of swf. Even in solo queue I am still the power role by far. The reason you have this placebo of solo queue being underpowered is because of the issues I talked about above.
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@tomas11403 said:
https://forum.deadbydaylight.com/en/discussion/comment/1914090#Comment_1914090
I wouldn't say being bad, I would say inexperienced. But overall yes
Inexperience makes people bad because they don't know things that would make them better. I get your point though.
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IE lots of people being bad at the game and/or only playing survivors leads them to thinking the game's killer sided.
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They do like to seemingly re-use powers at least a couple times.
Things we haven't seen yet:
-Climbing
-Something that travels underground
-Killer who controls the lighting or fog
-Tranforming killer (into survivors or objects)
-Tiny killer (think like chucky) Victor is similar but not the sole killer, he's only a part.
-Killer who changes the map (IE can create impassable walls) Like a killer that controls ice and could build temporary ice walls to block loops or parts of the map temporarily.
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It's not that he's too strong. I'd personally even buff him.
The reason he's not fun is because most the match comes down to if he's a good shot and nothing to do with you.
You're basically just randomly wiggling 24/7 guessing if he's gonna shoot since there's no feedback for insta scopes. You either end up getting hit with it randomly or you wiggled enough he just m1's you. There's no interaction with him.
This leaves the interaction very uninvolved with each other.
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@odra said:
https://forum.deadbydaylight.com/en/discussion/comment/1913918#Comment_1913918
yeah you could use intuition to find survivor but 100 % location match without checking other areas ? even the killer admit in end game chat.
I am not implying that your situation wasn't a hacker.
All I am implying is that much of the time people come here complaining of hackers, that is indeed the case.
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@Yamaoka said:
Am I the only one wondering why op just compared Spirit to Bubba ?
Anyway: The comparison is off because Bubba can be looped using the regular mechanics like a "normal" killer. Even Bamboozle won't help him against a strong looper who chains multiple windows.
As for Spirit: Many People hate her because she's (almost) completely in control when it comes to chases (which is a good thing in my book. Survivors should not be in control of chases. There's 4 of them and each one has up to 3 lives and each "life" can be extended via exhaustion perks, items (bottled time/syringe), DS, UB etc.).
I say that even though I despise going against her myself. You just have to be honest about it considering the gen speed against decent survivors. You just can't have ultra loop-able killers in a game where all 5 gens can pop in 3 minutes.
The time factor you mention is an extremely important one that I agree on.
IE the time that survivors want chases to last is simply unviable because of how fast gens are.
So even when a Spirit downs someone in less than 15 seconds, that is literally the required time she has to down you in if she wants a chance at winning.
If we want the game to have longer chases then gens need to be slowed down significantly, otherwise <15 seconds chases are required if the killer wants to win.
Playing a killer that survivors think is more "fair" that plays by their loop rules isn't meeting this <15 sec mark, which is why they're not viable against good survivors.
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This is a tough one. I do think it's better than people think it is, however I wouldn't mind if it got slightly buffed. The issue is that if you buffed it so that you had it up more option you run the risk of people turning it into a troll your teammates perk. Maybe there's a better way to buff it.
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They hate her because they don't understand how to play against her. Instead of learning they find it easier to come here and complain.
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@odra said:
https://forum.deadbydaylight.com/en/discussion/comment/1912243#Comment_1912243
yeah it used to be really rare for hacker to shown up and if they use tracking perks i would immediately said they're not using hacks.
Currently, i tried 1 day again before uninstalling and I got 1 game again with blatant hacking, killer just go straight to where people are, no tracking perks no anything just wallhacking, what is worse is you could see usually not many people report about hacking but currently in forum they're several people reporting hacks already.
I think this will be common in future though unless dev do anything about it
Some of it is experience or simply guessing. For example, these days I run nearly zero tracking perks because I've memorized survivor spawn points, particularly based on my spawn point. So I can essentially B line straight for where they're probably at.
There are many times I'll go into a ttv stream after the match to hear what they have to say and quite often the swf group is complaining that I was stream sniping ( I don't) because I knew exactly where they were hiding. This is something that others could also perceive as hacking since I knew where they were hiding. In reality all this is, is intuition from lots of game time to know what survivors like to do and where I would be If I was the survivor in that situation.
IE the whole point of this is to illustrate that the killer can know where you're at without having any information or perks to aid him. Lots of the time it's simply intuition and experience, not hacking.
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Blight was actually a nice addition.
Twins however...yeah that was embarrassing honestly.
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@Marigoria said:
In 4k hours I've only had hackers in my games like 3 times on PC
This ^
I'm coming up near 7k hours and I've seen maybe 3 hackers.
People are vastly misinterpreting hacking for game knowledge, ping issues, or not understanding how mechanics work.
While there will always be some, hacking is not even remotely a heavy issue in DBD.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1911800#Comment_1911800
Removing these perks from the equation works, but opens up a whole new slew of problems. The first issue is that getting hooked is now basically a death sentence. There's no anti tunneling defense whatsoever and there's nothing for anti-camping or slugging. But that is actually the smaller issue.
The main problem is that those three are the main ways a killer can gain a time advantage outside of genslowdown. And on the flipside those three perks are the main perks that affect how a survivor can gain a time advantage over the killer.
Removing those perks needs major rebalancing around it, and basically means the removal of all perks that grant time advantage to both sides. The crap perks that do nothing for time advantage aren't used because the perks that grant time advantage are too precious and strong. Mechanically it's a problem where perks that significantly affect the main objective of both sides, are the only ones that matter in the game.
That's why no matter how much you buff Dark Sense or Monstrous Shrine, nobody is ever going to use them. They are just too far removed from how the game is played.
The overall mechanics need a significant overhaul. But I agree that the main second chance perks should be nerfed heavily or removed, along with all the time advantage perks in the game like Prove Thyself, DS, every Exhuastioin Perk, Ruin, Thanatophobia, NoEd, etc. But then if you do that the game gets a lot more boring. So mechanic overhaul is the better solution.
"Removing these perks from the equation works, but opens up a whole new slew of problems. The first issue is that getting hooked is now basically a death sentence. There's no anti tunneling defense whatsoever and there's nothing for anti-camping or slugging. But that is actually the smaller issue."
This statement is literally why I said, "not saying we should do this" when referencing their removal. It was to get a point across, not to be literal. The second chance perks can be brought down to a balanced level without making them useless in their purpose of preventing camping and tunneling.
"The main problem is that those three are the main ways a killer can gain a time advantage outside of genslowdown. And on the flipside those three perks are the main perks that affect how a survivor can gain a time advantage over the killer."
Which is where the issue lies. We can still have them perform their role without being overbearing though.
"Removing those perks needs major rebalancing around it, and basically means the removal of all perks that grant time advantage to both sides. The crap perks that do nothing for time advantage aren't used because the perks that grant time advantage are too precious and strong. Mechanically it's a problem where perks that significantly affect the main objective of both sides, are the only ones that matter in the game."
We must be viewing the games current balancing differently from your statements here. Even with none of those second chance perks existing and the killer running slow down perks the survivors still have a massive time advantage..like not even close. I agree on the point about the perks being chosen that effect the actual objectives of the game, but they can still do that with a much smaller degree of influence to get them closer in line with perks that don't so that the difference isn't as extreme.
"That's why no matter how much you buff Dark Sense or Monstrous Shrine, nobody is ever going to use them. They are just too far removed from how the game is played."
That's only because of the power of the perks you are comparing them too. If those perks were reigned in, and these were buffed/reworked, those perks would be considered.
I don't think time advantage perks is necessarily the problem, as much as the degree of time that they add is the problem. If they only add a small amount verses perks that don't exactly add time but they add significant information per say, we could find some balance.
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I'm hoping the delay will mean Clowns actually getting more improvements. His changes have been pretty underwhelming.
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@bjorksnas said:
depends on the severity of the swf, 1/5 scale
1 decent swf who play for fun but aren't way to experienced
2 newer swf, they have decent hours and decent communication but not quite the skills to keep up
3 group of friends with 1k hours each that try to win but also try to have fun which makes them play slower but more consistant
4 group of friends that try to win every game and are gaining but don't quite have the skills needed to win but can all loop decently for around 30 seconds every chase minimum but have solid communication and coordination to keep you on your toes
5 4 man sweat squad swf, abandon all hope ye who faces them
any killer can do decent against 1-2
most killers stop being good around 3
4-5 are your blight, oni, spirit, nurse games where your killer needs to have tools available that others don't
^ This sums it up pretty well.
The 3 is where you start to reach the hard ceiling of potential with each killer. If you're on one of those mid tier killers you'll realize you just don't have the tools to win this no matter how perfect you play, you're hard capped by the killer choice. This can be made up for if they mess up a lot though.
You'll even struggle on the 4 with a Spirit for example. You'll be required to have slow down perks and addons here if you want to win. Still a sweat fest though, will be extremely close. You aren't winning with m1 killers here.
On the 5 even a Spirit with full slow down perks and addons is unlikely to win. This is Nurse only territory and even she'll be sweating with full slowdown perks/addons.
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I can promise you you're reason for dying isn't camping or tunneling nearly as much as you think it is. Very rarely is a situation for me inescapable without having DS, BT etc. The vast majority of the time me or my team playing the situation correctly can get me out. A lot of the time people just play bad and decide it's because they needed those perks as a lack of responsibility for what happened.
This is also assuming they are even camping or tunneling as much as you feel they are, which is generally not nearly as often as people like to say it is. IE your teammate sprinting across the map for a save and leaving a giant red trail that the killer sees and decides to follow back to the hook isn't camping.
I don't run any of these anti-camp/tunnel second chance perks at all and am almost never legitimately camped or tunneled to where I couldn't survive without them.
IE it's a skill issue more often that not, not a camping or tunneling issue, generally speaking. There are always some exceptions obviously.
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There's a slew of second chance perks that are just on a completely other level of power compared to all other perks which in turn makes them cloud out all other options from looking decent. That's one of the main issues.
Not saying we should do this, but hypothetically if all the second chance perks like DS, BT, Unbreakable DH ect didn't exist we would see a much larger variety of perks being used.
Second chance perks in this game have needed to be reigned in hard for years.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1911069#Comment_1911069
Why would a killer want to make the map darker?
Because he can see in the dark, the survivors can't.
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His main problem is just addon dependency.
He needs Bone Clapper and Windstorm built into his base kit.
Actual true invisibility would be a nice bump as well.
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Now that mori's were nerfed to be basically worthless we're very rarely going to see them run. IE we're going to be see the visual aspect of mori's a lot less. A yellow at base would be nice as it isn't really adding any strength, just a visual reward for winning.
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1 escape is a loss.
2 is a draw.
3 is a win.
4 is a slaughter.
I view it basically the exact same as on killer.
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If it didn't give you a leaving penalty for getting disconnected then everyone would just plug pull to avoid the ban every single time and abuse it. It's a necessary consequence of the feature.
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I don't know if it's a matter of them not behaving per say, rather than an extremely subjective rule set for the forums. That is to say they may or may not have really misbehaved as much as one would think.
Mostly all the old time high posting people I remember are all not around anymore though. Not to imply that's strictly because of bans however.
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Something that controls the lighting. IE a killer power that causes blackouts on the map where you use fire barrels, lanterns, flashlights and an on cooldown extra ability it gives each survivor to temporarily give light around them.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1910035#Comment_1910035
Love that hyperbole. You have to multiply it by three to get your narrative across.
Not sure how that makes it hyperbole. It was pretty straight forward.
I just layed out the math since most people don't understand it at face value.
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Self-Care doesn't need a buff.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1910035#Comment_1910035
yeah the revive speeds on that are a bit too high imo, too many times I've used it when the other guys got slugged to get one or two up and keep the game going and it's probably pretty frustrating to deal with when a swf abuses it against them. I did that solo. I don't want to imagine how a swf would annoy somebody with it.
Yeah people don't realize how good it is. I agree it's probably too strong.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1910136#Comment_1910136
it's wrong because that is way too much value?
i get it's a 4v1 situation but to even do that to healthy survivors THAT easily isn't fair.
Read my post up above. I don't think it should work on healthy survivors.
It's a 1v4 though. IE 1 killer perk should be equivalent to 4 survivor perks in strength. 4 perks vs 16 perks.
A killer giving up 1 of his 4 perk slots to remove 4 of their 16 is a fair trade. That is equivalent.
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@AChaoticKiller said:
That is too much, a good killer will basically render exhaustion perks useless way too easily.
the cooldown can be adjusted but i think it simply needs a shorter cooldown and the exhaustion effect being at 45 seconds is fine and plenty of time to find a injured survivor.
as for the other status effects meh, it's main purpose is to exhaust survivor. i feel that simply reducing the cooldown is good enough as it should only apply exhaustion to injured survivors.
In a hypothetical scenario even IF the survivors were exhausted all game you just traded your one perk slot for one of each of theirs. What would be wrong with that scenario? That's an even trade.
Not to mention the killer would risk them not even running one in the first place.
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You can still win most matches without any slowdown perks, but against actually good survivors you will be losing. The average player being a potato is what makes no gen perks possible for most games.
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Healing to prevent it is the counter play so imo it should stay.
However, it is crap. We're in a meta where everyone will always be running an exhaustion perk (IE the absolute best case scenario to be running the perk) and still no one uses it. That should make it clear how bad it is if it's not worth running it even in its best case scenario.
-Remove the cooldown completely.
It already requires a hook and is countered by healing. The cooldown is unnecessary.
Hemorrhage is also a completely worthless status effect that is basically irrelevant. It honestly needs a rework to be improved.
Either improve Hemorrhage in general or replace the Hemorrhage with a different effect. I'd rather not aura reading as you mentioned though. Maybe a Hemorrhage with the Bloodhound effect. (which combining those effects into Hemorrhage is how I would actually fix the status effect).
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People still sleeping on WGLF. Nearly one person running it and slugging for the match is nearly nonviable.
When people complain about slugging it just shows they don't play killer almost at all. Slugging is required to win against good survivors.
Literally just pick up and hook time is more than half an entire gen..every time you down someone...let that sink in. Roughly 15 seconds for a pick up and hook x3 other survivors, that's 45 seconds of gen time the other survivors gained.
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None of these really matched my opinion.
I run the perk because it makes chases more fun and adds extra skill to the interaction.
That said, it is too strong and needs to be nerfed in my opinion. It's typically the only "second chance" perk I run because of the fun factor.
It's literally a 3rd health state every 40 seconds for free..no downside..no cost..not situational....that's insane.
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Never run either one. If someone needs them they're playing badly generally speaking. There will be some rare exceptions, but for the most part the "camping" or "tunneling" you run into is manageable without either if you play well and people just play those situations poorly, get punished, take no responsibility and say it was because of camping and tunneling. Not to mention most people vastly exaggerate what is and is not camping or tunneling.
Legitimate hard camping and tunneling to where you need those perks is quite rare.
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@Casanova09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1909108#Comment_1909108
Okay so nerf lithe and sprint burst how? One limits you to walking most of the match and idk about lithe
Her ambush is good for getting hits at loops with mind games at loops and suppressing her TR, as for her traps I guess make it to where you gotta search two boxes at least
Depends how you wanna tackle this. If we wanna go individually, we could make Lithe give you very tiny bit slower vault speed and SB give a very tiny bit slower walking speed. We could also go a simpler and more broad stroke route of tackling Exhaustion by giving it a much longer cooldown, making it not recover while injured, or maybe your breathing and pain sounds are significantly louder while exhausted. One of those, not all.
"Her ambush is good for getting hits at loops with mind games at loops and suppressing her TR, as for her traps I guess make it to where you gotta search two boxes at least"
Any loop you can get a hit with her ambush at against a good survivor you could have just mind gamed an M1 and the loop wasn't very safe to begin with. IE it helps on the loops you already don't need help with and is useless on the loops you do need help with. Unlike an M1 it's also heavily punishing for a miss so you're risking much more by going for it instead of the m1. Supressing her TR at loops is irrelevant because she makes a sheathing noise to tell you she's doing it.
I agree that the simplest change for her trap rng problem is to guarantee it will never be the first box.
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@Casanova09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1909041#Comment_1909041
I don't use exhaustion perks and do just fine without them I think you're exaggerating a bit, heck balanced got nerfed and dead hard doesn't work half the time while head on is a meme so idk what you want done to them
I used to main pig (but stopped when spirit got released) and idk what her issues are. Traps add slow down (despite pig players being big on tunneling) I guess work some of her add ons
PH needs a rework on stuff cause the tunneling, getting hit through walls and not really being able to use windows and pallets (main survivor defenses against him is annoying since if you do you get hit and the free tunneling he gets with the cages is awful
"I don't use exhaustion perks and do just fine without them I think you're exaggerating a bit, heck balanced got nerfed and dead hard doesn't work half the time while head on is a meme so idk what you want done to them"
I never implied you need exhaustion perks to do well. You don't need any perks to do well. Balanced is actually one of the few exceptions that I do think is balanced well. It has bad and good maps, and you risk not playing near certain spots for it on maps which requires you to play around it. IE it's got costs/risks and downsides. It's situational enough to warrant its strength. Dead Hard not working is ping related, not perk related. Even then, used properly you can avoid the ping issues. Head On is the other exception that is fine as well. It's situational.
I'm more talking about the other exhaustion perks.
"I used to main pig (but stopped when spirit got released) and idk what her issues are. Traps add slow down (despite pig players being big on tunneling) I guess work some of her add ons"
Her main issue is how trash her crouch/ambush is. 99% of the time her ambush isn't even worth using and you're better off going for the m1. That's a sign of bad design. She also needs less RNG on her trap effectiveness and she needs a full addon pass as most of them are quite bad or encourage "not fun" game play.
"PH needs a rework on stuff cause the tunneling, getting hit through walls and not really being able to use windows and pallets (main survivor defenses against him is annoying since if you do you get hit and the free tunneling he gets with the cages is awful"
We want to have PH essentially getting hits when out of LoS. IE behind walls and making skill shots. This raises the skill ceiling and makes everyone feel like they have outplay potential. We'll simultaneously nerf the "hitting during locked animation" plays.
We do this by increasing the recovery time on canceling his attack without using it to allow for the survivors at windows/pallets to being to fake it (similar to Huntress) while simultaneously decreasing the recovery time after the ranged attack and making the attack quicker. This essentially encourages him to hit skilled LoS hits behind walls.
We also need Tormented to be applied on successful ranged hits. Currently your likelyhood of Tormenting good survivors is significantly low so you are rarely caging that often.
All of this makes him use his ranged attack for skill shots more often because it no longer feels overly punishing for missing and rewards him more for successful hitting them, while simultaneously now adding more opportunity for survivors to fake him at pallets or windows if he puts his sword down for the ranged hit too early. Now when you get hit as survivor it doesn't feel cheap because he predicted your movement through a wall and it wasn't just when you were locked in animation.
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@Casanova09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1908987#Comment_1908987
How would you suggest take more skill? That would require a nerf to something
Exhaustion add ons were made around the time exhaustion came back during a chase, since that's no longer the case they need to go
Plague needs a rework but I think myers and pig are fine (I don't see the issue with them)
PH needing a buff? Yikes
"How would you suggest take more skill? That would require a nerf to something"
Well it would be hard to do because of just how they designed Freddy from his rework. IE bad. He was made very simple like Clown but no one complains about Clown because he's weak. If Clown was as strong as Freddy they'd be complaining because there isn't much skill ceiling there. IE complaints come from a perceived skill to power ratio, meaning people don't mind strong killers if they feel they require a lot of skill. Scottjund actually released a video that summed up my thoughts on it pretty similarly. There was room for skill adding in Freddy's old design but new Freddy doesn't have much room for that even though it's what he needs.
In other words I'd incorporate some of his old features into current Freddy as they had room for skill expression. This is obviously quite vague but there would be a lot to type here.
"Exhaustion add ons were made around the time exhaustion came back during a chase, since that's no longer the case they need to go"
And even with current exhaustion addons, exhaustion perks are still way too strong and have literally no downsides, costs, or negatives. Just because they were made during a time when exhaustion was way strong, does not defacto imply that they need to be nerfed. There is literally zero reason not to run an exhaustion perk right now if you care about winning unless you just want to meme. That is a sign of poor design. You should always be weighing pros and cons when picking perks. You do that on many killer perks, but very little on survivors ones, like most the exhaustion ones.
IE just because something that was OP got nerfed, doesn't mean it's not still OP, it's just less OP.
The exhaustion perks are literally a 3rd health state every 40 seconds..that's insane. As if the counter play wasn't already abysmally non existent, you want it even less.
Lets take a look at current exhaustion perks or addons that are at the level of where you want these better exhaustion addons brought to. Are literally any of them used almost at all? No, they're not. Why? Because they're trash. What's worse is we are in a meta where every single person runs an exhaustion perk...so in a meta where it is the absolute best case scenario for those exhaustion perks/addons and they still aren't being used...that should tell us something.
"Plague needs a rework but I think myers and pig are fine (I don't see the issue with them)"
Myers is pretty easy to bully, he needs some buffs substantially. Pig however is trash.
"PH needing a buff? Yikes"
He still gets bullied. No map pressure and poor design his cages and ranged attack that need reworking.
I'd push him more in the rework direction than I would buff to be more precise. Poor design choices on a couple things.
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Freddy doesn't need nerfs, he just needs to require more skill.
Huntress addon changes I can get behind. However they shouldn't be gutting her exhaustion addon like they did to poor Clown.
No other "nerfs" are needed.
I'd move Clown, Twins, Myers, Pig, Plague down into the huge buff category.
I'd move PH and Ghostface into slight buff category.
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I'm actually fine with the play style as and against. Their issue to me mostly just the fact that they suck. One of the weakest killers they've released in an extremely long time. They make Legion look strong and that's pretty sad.
They feel like they were designed around the survivor experience and no thought was put into how strong or viable it actually was.
If they were some minor tweaks away from being solid I might have some confidence in their next pass by fixing them, however the level of improvements they need is so large I just cannot see that happening.
Oh and I almost forgot the fact that they have tons of negative synergy with most the meta perks that just don't function with them since you're downing with Victor mostly.
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I find him fun to play against but his counter play is a little too easy. Out of the A tier roster he seems the easiest to beat.
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Depends what you view as “competitively viable”. IE you could play him and do alright sure, but amazing survivors vs an amazing blight you’re probably getting wrecked. His counter play is some of the easiest of the A tiers in my opinion. Where he makes up ground is in his map pressure. I wouldn’t view anyone but Nurse and somewhat Spirit as “competitively viable” because we probably have different definitions of that. I view A tier as only good against players that make mistakes and the only killer I’d put in S is nurse.
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@Shirokinukatsukami said:
Ruin is just still too good. It does far too much for a single perk.
There's a reason why like 90% of games have it.
It's like Decisive Strike. Even after being nerfed it's still more powerful than most other options.
It fell out of favor for a bit after the nerf because people were reacting to the nerf, so the meta moved towards CI and Pop after the buff, but people have realized since that Ruin is still top dog.
Ruin is weak. The only reason we see it so much is because of Undying, that’s it. Once undying is nerfed Ruin is gone. It doesn’t do enough for how little time it’s going to last after patch.
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She needs a rework pretty badly. Maybe not Freddy level, but like Doctor level.
For most people she isn't fun to play as or against. There are just so many design flaws in her kit.
I really hope she is next in line, however I'm pretty sure it's gonna be Pig and Demo.
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That's one of the exact reasons I don't play DS much. Super irritating.
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1905232#Comment_1905232
Same can be said about survivors using a strong perk, they get escapes they don't earn.
And I agree with you. That just wasn't the topic at hand.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1905707#Comment_1905707
By that logic any Exit Gate openings done while under the effects of Hope or Wake Up! are not earned either.
U hAD a hAsTe bUfF!1!
If you made it to gate opening as survivor you were succeeding in your objective. IE "earning" it.
If you made it to gate opening as killer you were failing your objective. IE "not earning" it.
You are viewing two things as synonymous that aren't because the two roles objectives are not the same.
Also, NOEDs issue isn't only whether it was earned or not. That is only part of its issue.
IE even if they were synonomous (they aren't) it still wouldn't contradict my point of NOEDs issue.
By the way, if you want to have a rational conversation with someone you disagree with, attempting to mock them doesn't exactly make them listen to your points nor does it make anyone take you seriously.
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1906168#Comment_1906168
So when I said "10 seconds" and was being hyperbolic, and you said I'm not being hyperbolic, in what world does that not mean you literally thought I meant "10 seconds?"
I feel like there's a lesson in nitpicking details here that isn't being learned.
Your general sentiment was not hyperbolic. 10 seconds was what was not literal.
IE you're misunderstanding which part of your statement I was saying was and was not hyperbolic. It is not all or nothing.
You view this as a nitpicking lesson when in reality it's an ego and unwillingness to admit when one was wrong lesson not being learned.
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1905214#Comment_1905214
Why would I literally mean 10 seconds? That's an absurd statement to make. Admit you took the bait and move on with your life, dude. It's okay to realize you nitpick on the details way too much, recognize it and fight the urge to correct someone on the dumbest details, unless the details are the topic.
I never said you literally meant 10 seconds. It was taken as a point.
You realized after you made a statement that it wasn't accurate. You don't need to be combative, you're allowed to make mistakes, it's how we learn.
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@xEcoLog1cDuk3Xx said:
https://forum.deadbydaylight.com/en/discussion/comment/1906053#Comment_1906053
My bad for misreading your posts. I'm tired right now and just #########(e)posting on the forums because of how much of a meme they are.
I agree with you on the reasons that you put forward on why Hag has a high kill rate. The thing I disagree with is the reasoning on why she's considered high tier.
No worries lol
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@xEcoLog1cDuk3Xx said:
https://forum.deadbydaylight.com/en/discussion/comment/1906003#Comment_1906003
Yeah, I agreed with your statement but not the whole discussion of Hag being good or strong.
But I never said whether Hag was good or strong? All I mentioned was a reasoning for a very high kill rate on stats.