Chekita
Chekita
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@Entropius said:
Playing against better players than you will force you to learn and improve. Trust me I've been there.
Also, not gonna tell you how you should play, but the sooner you drop NOED and learn to stop relying on it for kills, the faster you will get better.
I actually agree you can learn by playing against people much above your level, but that will depend on what the person is seeking in the game. Also, depending on how great is the gap between skills you will only get frustrated, annoyed or start thinking its impossible to beat them and leave the game altogether.
Most people will be at the middle of a distribution, meaning, they preffer to have a challenge, but not so great it is almost impossible for them to beat. So, this matchmaking will positively make people avoid playing, thus its not healthy for the game, it doesnt matter if he trust your judgment on getting skills by being reckt continuously.
Also, it wont matter if he uses NOED or not. Against a good red rank team an inexperienced killer can use his best build and will change absolutely nothing... sharing your same wisdom: "trust me".
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I will probably buy just to have a different gameplay and 1 of his perks, but will only get really back into the game when they finally install the MMR they promissed. For high level plays game is only fun for survivors who want to bully killer most of the time right now.
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2k 2 escape is not necessarily a draw though or a ballanced game. You can pretty much have entity displeased with even 3 or 4 k in this game if you put them few times in the hook, or once. Im pretty sure if you put them once in the hook and they die, at least 3 people, either at the beginning of game or at endgame collapse you can have -1 pip.
2k at endgame because they were cocky and you simply got them at the end you can depip easily and thats not also a ballanced game.
They need to implement their MMR soon and correctly or killers will eventually stop trying to play this game. Inexperienced or unskilled players going against red ranks all the time will simply make them stop playing the game, which is happening right now among other things. You devs need to focus more on implementing e real ranking system for skill instead of worring about 2k 2 escape.
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I had one game that they simply would get from one hiding spot to the next without even doing generators just to piss me off on that map using all claudettes p3. And then you will see someone at forum complaining because they cant purchase a black outfit for survivors. They eventually escaped because I simply stopped looking to find a way to record the match, since they were holding the game hostage. Until I came back to the game they had already escaped. It took something like 15 min for them to give up hiding and do the generators, and devs are still worried about banning killers holding 3 generators.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1119186#Comment_1119186
Ok.
Pick wraith right now, 50 games rank1, all have to be 4ks in a row. Stream it, i will watch. Since wraith is so op, no addons, no perks allowed. Deal?
I like this challenge. I would say you can even tone it down and the person that complained about wraith will never do it. Just video 15 games where you faced red ranks without using Mori (he can use any addons) and he will probably get massacred in at least half or more of those games and stop trolling around saying the killer is OP.
I can do very well with wraith against inexperienced survivors, but so using most killers. That's probably why this person thinks very killer needs nerf. Either that or he is simply trolling.
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@BulletsNonstop said:
https://forum.deadbydaylight.com/en/discussion/comment/1115542#Comment_1115542
Sounds about right. I think what you don’t realize is that killers in this game are insanely OP. Killers have Plenty of speed. Plenty of ways to do gen control WITHOUT killing people. You guys are so worried about getting kills. You should be satisfied with 1-2 per game. If you’re getting whole teams of 4 consistently as I’ve seen playing with randoms then there’s a problem. Wraith has ability to go invisible without a heartbeat indicator and has a perk that can hit faster out of uncloaking. How is that not excessive? How do you think people playing survivor feel having only LB/RB interactions with 5 long noisy generators and nothing else to do. Sounds more like a chore than having fun. It’s really fun to be a killer whether you get 0,1,2,3 or 4 kills. Killers walk out with so many points more than survivors at the end of a match that feels unbalanced. How about being the first one that goes out because killer spawned right next to you and there’s a lack of pallets around you? How is that fun? Please tell me. Being survivor feels like a chore. Don’t complain because survivors want to actually survive. That’s 4 OUT OF 5 people in the lobby that aren’t having fun if you’re slaying 4 people with ease. Nah I want a refund. Friday 13th is so much more fun to die in 😂 at least I don’t have to wait in the lobby finding a game for an hour just to die moments after spawning in from the killer because he’s right next to me. I shouldn’t have to use an offering to have my personal space. Perks feel useless for the most part and don’t give match duration effects like they should. If they do it’s very limited And requires specific killer or specific events to take place for it to be effective. That’s nonsense. Killers are lucky survivors can’t fight back why are they complaining about stuns/perks that require very specific things to happen to even be able to use them? Why can’t I find a bat with limited uses on it so the game becomes more interesting in terms of getting away once INEVITABLY getting found? A bat that you’d have to find In a chest? Something to make the game more fun... id like to have those “screw you killer” Moments during chases besides stupid pallets that apparently legion can slide over like a survivor can 😂 Ridiculous. Range on window hits - FIX THAT . I just don’t find getting ONE hit any fun. Nor window hit while trying to vault through it. Going into a game to push LB and RB a bunch of times and die. Just give more ways that Someone can shake a killer. Maybe put more hiding places in if my life is so valuable as a survivor that I’m only getting hooked once in most matches and getting camped on. Killer rakes in blood points , rinse and repeat.
The way you complain about killers being OP and stating things about wraith, which isn't even considered a high tier killer is just telling of the fact you need to get better skills as a survivor. I doubt any experienced survivors will go through this banter about killers this and that because they can 1v1 most killers unless the player has much better skills than he has, or he was caught off guard in a dead zone.
Most survivors you will encounter (with experience) can prolong a chase for so much time the match is already won by the time he is caught, popping between 2-3 gens IF the killer doesnt change targets fast enough and desist on the chase.
The reason you will mostly see killers talking in the Forums along with survivors with low experience is what makes it look as the thread asked, that the forum is skewed. Killers will complain because they know for a fact, from statistic (not personal experience only) that the game isnt ballanced for them against experienced survivors. And right now killers even on yellow and green ranks will face Red ranks all the time which will make them even more vocal in their complaints with reason.
The survivors you will mostly see on this forums COMPLAINING about ballance are mostly inexperienced, having trouble on yellow or green ranks. Others you will see are mostly trolls or elitists that think their experience dictates what the game is or what it should be, when the devs need to look at statistical data, not their feelings.
(https://forum.deadbydaylight.com/en/discussion/61114/data-sheets-community-requests) Most recent data sheet I know. Cant find anything else in the forum.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/132446/this-forum-is-so-biased-towards-killers
The reason for that is simple. Most killer mains think ballanced gameplay is a 4K most of the time. In fact they probably get their 4Ks more often then not, but then once in a while they run into a swf team with better players on a bad map for killers aswell and they loose. After loosing the game, they come here and complain about how hard it is to be a killer, not thinking about that the last games were 3K and 4Ks all along.
And then there are those who are just bad. They want it more easy instead of getting better.
Killers are so entitled in this game, is completly ridicilous. Watch someone like Hexy or TrueTalent. All they do is complain how unfair it is, and how strong survivors are, while they get win after win after win. I could accept that, if they were any good, but they are not.
I dont know where you get that idea besides your own head. Never seen I killer say they are supposed to kill 4 ppl every match, same as you wont ever see a person saying he needs to escape every match even if they think so. You are only exposing your own beliefs about killers and nothing about real ballance of the game. You just need to read one of the old graphs (stats) of this game to know that never, ever killer's had an ez time on red ranks, but they do have it ez on yellow, that's how it always has been and so far we know (from the statistics) it has not changed.
Try pulling your head out of your assumptions and look through the stats before stating your obvious bias. And dont confound killer's rates with survival rates on different ranks because they are not the same.
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@PatchNoir said:
https://forum.deadbydaylight.com/en/discussion/comment/1106698#Comment_1106698
if it is normal why did the maggie struggled so much to complete that corner? it cant be possible that only one survivor knows how to pull properly but i wont doubt you anyway.
survivors bodyblocking the chain is stupid mechanic, swf will abuse this just wait till they get bolder
Agreed. If you want to take a specific survivor they will completely nullify your power at will, making you into a slow killer without any powers. A hag without traps or Huntress without hatchets... really fun.
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Gimmicky perks, as always. And then they give survivors a perk that transfers injured state, so pretty much protection for any person you actually wants do down.
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Please, change this map darkness. I dont want to use low settings and change my brightness just to play 1 map.
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Rank reset was 2 days ago and from what I gathered it was pretty strange. I for one went from rank 3 to 11. So you are probably encountering people who were red ranks just a day or two ago. I think they messed up the reset system or changed because people kept complaining "anyone is on red ranks now", which was never true.
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@Black_Fence said:
My friend had to stop playing DBD because of the DC penalties. He has really bad internet (1.5 down and 0.5 up) so his game loses connection a lot. He only played with me and my friends in a 4 man SWF so that if he DCd it didn't effect normal players (killers still get rewarded for the kill and we would battle on without him). Unfortunately his internet means that he will lag out 1 in 5 games. He has had to stop playing because he will eventually get a huge time out from DCing. It sucks that the Devs didn't make it so if you lost internet connect on crashed you wouldn't get a DC penalty because now the system punishes players that have genuine problems and players that want to DC just kill themselves on first book and don't get punished for ######### over their team mates.
I'm sorry for your friend, since he is not doing out of toxicity. But many multiplayer games apply this exactly because there is toxicity. It's not out of the ordinary to have a penalty and the real enemies in this story are the players not the devs. Their punishment is pretty tamed, possibly because they don't want to punish people with those problems, but they can't simply ignore it.
Maybe later, when something changes fundamentally with the game we could see a change, but I still think it will be easier for anyone with bad internet to play something else until they can change their connection if it's that much of a sequence of disconnections. Personally I did the same in the past when I had bad connection, bc it seriously sucks too much to play with lag and disconnections.
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If they make Pinhead and he is a wuss like most killers it will be ridiculous. We need more strong killers in the game and Pinhead is the epitome of terror. If he isn't terrifying to play against he will become a joke.
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Bye, have a great time!
Today was the first time in ever that I DC because the game crashed not connecting to their servers during the match (after the penalties). I think I had this problem like 3 times in more than 800h of game, but you still will hear ppl marching for the banner "no penalty" bc the game crashes too much.
I waited 5 minutes and then after playing games normally the timer disappears. You dont even have to wait a day for the punishment to recind.
DC or suiciding on the hook is the worst thing you can do for your team. It doesnt matter if the killer slugs or not, if you are still in the game there is a chance to win or escape. By wiggling, by finding hatch, by using unbreakable, DS, etc. Even if you are only on the ground you are helping more your teamates than Dcing.
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Dont bother if they find tunneling fair or not. If a person doesnt know how to hide or simply stays at the hook even though you patrolled 5 different gens before comming back, the first person you find you will chase it. It does not matter if that person was the same you just hooked. If you get tunneled as a good survivor you win the match for your teamates, if you are a bad survivor you just need to get better.
No one seems to get bothered when they are "tunneled" and 5 gens pop. Because that's what will happen if you tunnel a good survivor most of the time. When they are outplayed they dc or cry "why you tunnel"?
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There is a penalty: (1) you lose points; (2) you lose any game against good survivors most of the time; (3) you lose anyways because there are plenty of tactics and perks to work around camping, so in this case you lose points and the person escapes anyways. There is no need to touch that subject.
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(1) Only place that this game has recurrent connection issues is during loading screen, if you DC there, there is no penalty.
(2) Any other recurrent disconnection should be a problem on your end, take a look at the trobleshooting threads, try to contact for tech support, there is no rampant problem being reported on this matter (interestingly a matter that only became a matter after people started to get a timeout for bad behavior).
(3) if you have 1,5k hours plus you certainly won't get a refund. And people asking for proof is not dismissive, it's too much of a coincidence that only now people decide to report their games for not working.
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It doesnt work very well. It would make much more sense if you had a base slowdown or the speeds of generators were regulated by how the killer interacts with survivors. Gens shouldnt interfere with one another, regulating that according to what is happening in the match would be a mess. There are 3 ppl on the floor and you complete a generator, now you manage to get someone up and you have less speed?
No hooks = less speed, for every hook (or time bleeding out) there is more speed, same for deaths. This forces ballance into both ends of the spectrum, casual (or new players) and experienced players alike.
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Running into walls and getting downed because you can't look at the killer and traverse the map. Then hitting "leave game" because this game is sooo difficult "omg"!
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It's just you.
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The original reason was because most killers were already fed up with sweaty red ranks always carrying insta heals, keys, toolboxes, using SWF with comms and the simple fact that having experience in this game as a survivor you can 1v1 the killer and there is 4 survivors in the game.
This way most avoided getting ranks, deranked on purpose, or waited for deranks and never bothered to get back. Problem now is that killer ranks dont matter because you will get paired with red ranks even if you are rank 15, so that's the way BHVR circumvented the shortage of red rank killers.
I was one that would try to go back and forth and stay around mid ranks on purple at most, but since it makes no difference anymore now Im red rank killer as well.
Everyone with common sense and information knows survival rate on red ranks was always through the roof on this game which in turn made more killers avoid the frustration.
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Slugging is not toxic. You can be toxic afterwards on chat or t-bag with pig or ghostface, or hit them on the hook when they are all slugged or let them bleedout on purpose, but simply slugging is a normal tactic whith plenty of perks to help out. Same thing applies to camping and tunneling, just tactics.
I hope you are not toxic, but if you are it makes no difference.
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You should pitch the idea on suggestion cathegory. In my opinion BW only working when the gate is actually open make no sense at all, because good survivors will simply leave gate 99%, then you have a perk 100% useless. In my view, if a person touches the gate door it should already count towards BW, since they are opening the gate.
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@OogieBoogie said:
It's supposed to be 3 in a chase. If chase was broken I believe it resets. However it has been bugged in the past. I'm not sure if that's still the case.
Chase wasnt broken because it was very close, it was shack window and I had bloodlust too. I only got blood lust because mind games didnt work at all, but I was baffled by how many times the person used the window. There was a similar bug some time ago. I could see some black material over the window, but not the usual block and I wasn't using bamboozle either and going through different windows. Will see if keeps happening I will record.
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@SovererignKing said:
To me, Coulrophobia is only good with Distressing on Doc with increased TR add ons. I tried it on Clown with Distressing on The Game map, it wasn’t really effective at slowing the game down. Your TR as any other Killer other than Doc is still not large enough to make it reliable.Same. Only use clown perk with Distressing on Doc.
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One of the possible reasons for faster survivor queues could be the fact that more killers and survivors could be playing as well. Since punishment for disconnecting is something both killers and solo queue survivors that actually play the game would want.
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Umbra, Scorpionz,, Ohtofu, Hexy, Ayrun, Tru and Otz.
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None. I don't like offerings and I think they should be taken out of the game besides the ones that give more blood points.
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@ProfessorDunwich said:
You can tell Killers to "apply more pressure" or point out their mistakes till the cows come home. Playing as Killers feels like you are trying not to get bullied. You do not feel strong, you feel like a little punk trying not to look foolish. Low rank killers constantly getting paired with red rank teams only exacerbates this problem. No killers, no games. My survivor queues are worse than ever, as is my experience as killer. I sense a connection.
Agreed. There is only so many games in sequence you can play while noticing you have little chance to revert the engame results. The frustration end up making you play less.
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Wasted perk slot. Using rancor is much better because at least you can do an execution at the endgame and its still very niche and meant mostly for engame.
Think about it, when someone ends a generator you already know more or less where the people who did the generator are. If you need that much information to know where survivors are you should train more or use BBQ or whispers. Whispers will give you an edge at the beginning of the game and at the end, and BBQ will give you points and most of the time give you enough info to begin another chase (and those are still unnecessary for most builds if you have experience).
Maybe its good for a beginner that can't find survivors, or for an endgame build. Besides that, there is no place where this perk would be useful.
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They already said it is too hard to make a distinction of disconnection on purpose or not.
There is no game with zero bugs and many of those have punishments for disconnection, its not the end of the world, its literally 5 minutes. When you start playing the game normally the timer should disappear, no harm no foul.
If your game keeps crashing you should seek information because DbD on average doesnt have that much problems to start affecting lobbies because of crashing.
The only place where we have more disconnections not on purpose, but sometimes because the game won't load with some frequency is during loading screen. If you DC on that situation there is no penalty, so no excuse to complain either.
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I would think its sweaty (if involves ultra-rare addons) and if my team happened to die bc of it, would just take the loss. It's not like most people would use that every match. As a killer I would not be able to, or care to, unless I want to make a test or a meme. Also, I dont like people disconnecting from my game and usually that will happen depending on the build you bring.
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Why should you feel bad for using a perk? Dont bother with the crying. Also, hex perks are the most overrated in the game, they can be easily countered and don't have nearly the desired effect compared to their risk.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1071974#Comment_1071974
I don't think bamboozle affects pallet vaulting, tell me if I'm wrong.
Bamboozle doesnt affect pallets, only windows.
I use around 3 builds consistently. They work better depending on the teams you verse or maps you get.
One is full chase: Brutal, Bamboozle, Spirit Fury, Enduring.
Another is slow down+ chase: Sloppy, PoP goes the weasel, SF, End. (Sloppy will work only m1 attacks).
and Lastly m1 killer: SBFL, Sloppy, PGTW (or SF), Enduring. (You m1 everyone else, besides the obsession until you have lots of tokens).
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Almost every multiplayer versus game will have some kind of punishment for being a bad teamate or exploiting. Punishing Disconnects should be considered simple common sense. When you Disconnect it makes solo players very discourage to play and hurts them very much, making the game super unfun. When I play SWF and there is a DC expert on the team I simply stop playing because it hurts everyone and is childish.
As for the reasons why, there is simply no way to deal with all the problems that would possibly cause someone to ragequit meanwhile ignore the rampant disregard for giving a good match for all. Many survivors will simply disconnect because they were downed too fast, or because they missed DS, its simply preposterous to expect this behavior to be tolerated.
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Thx, but no thx, I preffer the points and having a better match for all. But I can see how people who have fun being toxic will be a little affected. I won't cry for them.
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It will never be perfect, but it still better than doing nothing or banning only ppl who pratically dont play the game and only DC every game (50%+ DC) as it was before.
Great change. Good work devs. Not being sarcastic.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1084602#Comment_1084602
Scottjunds idea would give some slowdown but not enough to make any real difference. At the minute the game is unbalanced against good survivors, which his idea wouldn't solve. Yea it would be similar to old ruin where survivors could spawn on the totem and the perk was gone immediately, but that was why people wanted totems fixed. It wouldn't cause any problems but wouldn't fix any either.
The problem with creating rules for totem spawns is that smart survivors will be able to know roughly where they spawn. If I knew they didn't spawn next to generators it would rule out a lot of hiding spots. They should be more hidden and should be able to hide near the corners of the map like swamp maps.
I think basekit thrill would be kind of cool but with killers who can teleport to totems to guard them like hag or nurse it can be annoying. I think other than Devour or Lullaby there isn't really much point in guarding totems.
That's why I tried to suggest a perk idea where it would be a lot more reliable, not easily abused and wouldn't be op. It would help separate the bad killers who rely on noed to the ones who want that early game slowdown. I haven't heard anything that tells me this perk wouldn't help the game in some way.
Any perk idea is good for me. Another option to the game. The problem is using another hex perk since, as yourself recognize, totems dont work very well in this game. No problemo having another hex perk, I just have the opinion hex perks aren't great, but it could help as well.
So, I have nothing against adding other hex perks, I just think hexes need to be buffed and reworked.
As for warmup not solving the problem it sure won't as I recognized before, but it still doesnt hurt killers and can only benefit them, as such, it is a small step towards recognizing how fast the game is going.
As for spawning right next to generators, the problem with that is because you don't even have to try and figure where the totem is. Lets say you just spawned into the game, you move to a generator at the edge of the map, (1) 1/4 chance killer wont reach you before you end that generator; (2) you end and just move 3 cm and cleanse a totem; (3) if that totem was hex, you just entered the game and found a way to nerf the killer in 3s.
The way I see it, the only thing that would be acceptable in that totem placement would be if the killer knew you were working on his hex for a simple reason: Risk vs reward. If you know the killer is out to get you there is a risk and the reward for hex totems is nothing short of 1k points and it could even be more if Thrilling was base.
As for Hag, almost no one plays Hag and SHE IS by nature the ONE killer that has all her perks as HEXES, so it would make a lot of sense for her to be the best hex killer in the game. I dont see how this would be bad. It would actually make her much more used in the game. I have to disagree tremedously with your statement on her. Also, once you know it is a Hag, it is hardly a very difficult task to counter her on totems, just dont run at them (or simply run at them and hide, making her lose a lot of time setting her trap at the other side of the map, simple).
As for other killer like Nurse, Spirit or Billy they are fast, but I highly doubt an hex build would be the end of the world. Thrilling do exist right now and the same perks like devour do exist right now and you won't see them using it 99% of the time, because they dont need it and because its not OP. So a base thrilling would not be OP either, but that would only be possible to analyse properly with test, of course.
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Most people I dogde on my region because they want to use 2-4 toolboxes a match I get paired with them again at least 4x again right next after dodging until Im forced to use a green or ebony mori to teach them how fun is to use toolboxes.
Just dont bring more than 1 of an OP item and you should not be dodged. The game isnt that hard that you need that much of a help. If you insist on it, just be prepared to get tunneled, camped or executed during the match... just saying.
And DCing is nothing like dogding on any level. DCing hurt the actual match for survivors and killers. It only dont hurt survivors when its for someone to get the hatch, otherwise its pretty much the worst thing you can do as a teamate and as such it should be punished. If a killer think he doesnt like the odds or dont want to play sweaty or scummy because of it, he dodges, there is nothing in common, he is actually doing a favor to you.
You also have to remember there is such a thing as chests in every trial, so there is almost a 33% chance you will find a toolbox in one of those in my experience.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1081330#Comment_1081330
I understand Scott's idea but I do think it can be abused. There is no set up time since a smart team will send one player to get their attention. The conditions Scott set included me getting within 4m of the killer to stop the trial warm up.
Ruin wasn't balanced because of its random nature. If I spawn on the totem the killer has only 3 perks. If I'm doing a gen I can either get 1 skill check or 20. If good players could hit skill checks then ruin is pointless. This doesn't have the same level of rng which makes it far more reliable than ruin.
As I said before it does a good job till they fix the maps and once that happens I don't care if its nerfed or not. It's not op and stops the perk survivors hate the most (noed) from spawning.
Warmup sure can be "abused" to some degree, but in my opinion (not a fact) the way it would work would be similar to survivors spawning right next to Ruin at the other side of the match, which happened pretty frequently. So no loss there, because at least you are not using a perk so as a killer, even if they circumvent the warmup you didnt lost a perk because of it.
Thats one of the main reasons I think its interesting: because its not OP for killer and it cant hurt killers, only help them most of the time. No feature, same as endgame collapse, has no problems. Endgame collapse was a good addition to the game, but its still not perfect for sure, same would be if there was a warmup in my POV.
As for totems, developers need to rework hexes and totems altogether for them to actually work on red ranks or against experienced survivors, otherwise they are null perks 99% of the time. The only hex perks that actually worked in the game were Ruin and NOED. Ruin since even 10s Ruin would give you 10s to cross the map and NOED because it forces them to do a secondary objective. What's their solution? Just ruin nerf and make it an endgame perk with almost no effect.
Many solutions were given to rework totems that would make them much better. Unless they try something hex perks are meme perks that only work against potatoes. For instance, they could make hex perks being only active when you select a totem, or make totems not appear (or exist) right next to generators (which is just handholding).
Another idea I suggested in the past as well is to make Thrilling of the Hunt a passive perk, which would make hex builds instantly more accessive independant of totem hiding. If a totem is right on their faces, like most are, at least you dont have to spend another perk just to know they are doing your totem. In this suggestion the notification would only work for hexes not dulls and the slow down would be diminished, but still exist, since you need time to protect totems otherwise they are memes.
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@CashelP14 said:
Personally I think adding a perk like this would fix a lot of problems such as noed and setting up as killer during early game.
Hex: Hide And Seek: All totems on the map have the hex applied to it. The game starts with a 15/20/25% penalty to all action speeds. Every totem cleansed reduces this action speed penalty by 3/4/5%. This hex perk trumps all other hex related perks.
I dont think adding any hex perks to the game will fix ballance. It would be the same as reverting Ruin nerf and the game wasn't ballanced before with Ruin.
I think the idea of trial warmup as presented by Scott is good enough not to be abused and giving a "little", very little ballance to the game, specially to the beginning, since it can be the end for some killers depending on map and killer used. Would still be very welcomed.
As for how this discussion turned into how to slug teams I think its pretty pointless. Being able to slug or not depends more on personal skill and the skill of the team you are facing than the current ballance of the game. It takes much more skill from a killer to slug than a team to anti-slug. If you dont bundle all together while facing a slug tactic a good team can escape with a few hooks = entity displeased and almost no points for killer. The one thing that gives most points its hooking and sacrificing and the most interesting part of the game is chasing not staring at people on the ground.
Still, if it was an all round safe tactic we would expect it to be used so much it would reflect on kill numbers for all ranks and specially for red ranks, but it doesnt (Obs.: one of the most well known killers that ppl use slugging is Huntress and not only she needs skills, which influence her kill numbers, but also she is not top killer by far - which only reinforces the observation that it depends much more on skill than the ballance of the game).
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People are saying its funny some killer mains being worried about losing 1 or 2 gens on the first hook because they either don't play on both sides or don't play on red ranks.
Most matches with a specific killer I can usually hook 1 or 2 people before the second generator is done, if that doesn't happen I already know the game is possibly lost (even if I manage before I still lose most of those games). I dont despair, cry or disconnect like many survivors actually do, I keep trying to pressure and try to have fun with the chases, which are the best part of the game. If you play with all killers you will notice that not only there is a much steep learning curve for playing killers compared to survivor, but you also notice that if you don't specialize in one killer you can't keep up with the current ballance of the game. Which turns the game into sweaty and scummy tactics all over and I don't think that is fun for either side. It turns the game into who can be more toxic, not a game of skill. (That or you are paired with baby survivors or baby killers)
You bring Mori, I dc. You bring key, I Mori. You bring Haddonfield I dc, or I camp, etc.
For the most part I think the game is somewhat ballanced on mid ranks (if the matchmaking wasn't bonkers), but in both extremes of the spectrum the game isn't. The error developers are commiting is to think they can ballance for new players and still have any semblance of ballance anywhere else.
The only thing that would make sense in this context would be to either ballance the game differently for new players and endgame players (separately) or change the speed of the game relative to how good of a performance the killer has comparing to survivors. That forces every game to lean its ballance towards the end that is losing the match. If the speed of the game is controled by how fast only 1 side can do its objective (generators) it will always be unballanced. Adaptative difficulty is the key and also a much better ranking system (a real one) that doesn't reset and changes based on your acomplishments, not handholding.
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False.
Many very well known players (including streamers) used Ruin in their builds for a long time and stats wise it was used on red ranks very frequently for a long time. That doesnt mean Old Ruin was a good perk or that it was impossible to play without it. It just doesnt follow logically that if you rely or relied at any point on the perk that you don't have skill. To know that you have to see how the person plays, not simply look at the perk he was using.
If you think the contrary, imagine all those elitists saying that it is TRUE. In this case, this person that used Old Ruin was using a very bad perk and still was winning, otherwise he would not be using it. In this case, wouldnt that person actually be a good killer since he was running with 3 perks all the time? It makes no sense to say it was a crappy perk and say that killers who used it need to be bad in the same sentence. That is illogical.
Edit: its also important to make a distinction, because you can understand that average killers needed it still doesnt make you a good or bad killer, it just recognizes you can see that other people can be different from you (not playing on either end of the spectrum as well - rank 1 or 20s, where this game is comically unballanced), its simple common sense.
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Trial warmup would be a good thing because its almost adding a passive Old ruin to the beginning of the game. Won't fix game ballance for sure, but its a good idea.
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Generator times are too fast and most survivors will repeat the mantra of streamers saying that "more generator time is boring", which is, but changing it or how chases and map design works would be the only other solution making the game even more boring since chases are the real fun part of the game.
Even streamers like Scott Jund would say making it slower is boring but suggests a slow down at the beginning of the game, which one way or another is slowing down generator's speeds.
In my opinion generator's speeds should differ depending on how the game goes, in this way the game can be challenging for any player. If you have 4 people alive and no hooks: very slow and then for every hook the speed changes. If 2 players die the speed would get even more boosted than atm, making it very difficult for veteran killers and making it more easy for inexperienced survivors in the same move.
Also, that would force people to tunnel less, which right now is the best tactic against gen rush. Its unfun, but effective for the killer. In that context, disconnecting would not change generator's speeds and hurt the team massively, otherwise DC would be a free win, more than already is with engame hatch. How much it would slow down or get faster its the point of ballance and would need to be tested.