DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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I don't mind that they give survivors tools to counter some killers, but the frequency that these tools are available are far to quick and accessible. These tools should be a resource survivors want to reserve until absolutely necessary and just as finite as some of the killers with resource caps.
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Depends on what your goal and play style is
I use;
Alert- to tap gens in the open and monitor the killer's direction after breaking something
Blastmine- incase I need to leave a gen when the killer approaches
Provethyself- to boost gen speed with others
Dramaturgy- for the minor distance boost and the chance for a random item
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Devs should make the unsportsmanlike category specifically for dc and tally for the time penalty.
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Every survivor is 100% always a target and it's on the individual to avoid the killer's attention as much as possible.
If anyone wants to engage the killer because chase is more "fun", they shouldn't expect any leeway if failing to escape that chase is the result. Failure to win a chase only makes you the weak link.
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It would go a long ways if teammates would use stealth against her instead of jumping straight to the last resort. Nurse has the strongest chase advantage of any killer, so it makes sense to avoid chase until absolutely necessary.
A searching Nurse at any skill level wastes more time than a good one in chase.
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Should make running a toggle stance like crouching with pig or Ghostface. The only cool down needed would be for linking hits as it currently functions.
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Meta for good survivors, not the majority
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You know we'd get Sharknado before anything as classy as Jaws
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The problem killers have with it is how the perk performs in good hands not how often its picked.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503409#Comment_3503409
Until you deal with Nurses that bring aura reading, which is like all of them, specially Nowhere to Hide.
Stealth still works when your accounting for aura perks and using the base mechanics provided to limit and counter them. Almost every perk has set conditions which produces a time window to take action.
Take bbq for example; I assume every nurse is using it cause she can actually reach survivors quickly with the information. Maybe "this" nurse isn't running it, but I'm still using those lockers as a counter measure.
Obscuring aura by hiding behind gens, using lockers, or just properly gauging distance can reduce if not eliminate aura perk effectiveness and that's all before factoring in survivor perks.
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I've got no interest in locked sets. I find mixing sets actually creates better appearances for some killers.
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Claims it's was due to a bug, but I think survivor mains would have been screaming about this. I'm seriously doubtful all the ranters about window hits would let this go silently for so long.
Even worse is if the devs haven't noticed it since their original change to vaulting. Spending time to make the change and then being unaware that it didn't even function just sounds bad.
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Faster matchmaking can only lead to more imbalances.
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It's fine, unlimited health without assistance should have some drawbacks.
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Stealth is her counter. A searching nurse of any skill level burns through more time than a good one in chase.
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@Shaped said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501699#Comment_3501699
Just like the bots blowing up nearly done gens and not picking us up because tr is barely there.
After I witnessed a healthy bot refusing to pick me up while i was tap away from being picked up I said eff em. They can rot like "altruistic" people who left them to me. No wonder they are similar.
And no wonder killers want us to help bots and trade our health states so they have faster matches for that sweet 500th w streak. No thanks. Work for it.
I'm not suggesting trading at the hook for the bot, but ignoring them only aids the killer. Like human players, I'm not expecting any support in return, but just their continued presence can reduce the focus on me.
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At least wraith keeps me looking over my shoulder and engaged. Most m1 killers are bound to the opportunity for the most boring interaction possible; pre-drop pallet then rinse and repeat. No danger there unless I make the mistakes.
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From what I've seen, survivors are throwing matches by simply refusing to provide altruism to bots. They will leave bots to bleedout or die on hook, completely unwilling to spend time on them. It's the over exaggerated solo experience but 100% reinforced by a sabotaging self-interest.
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The bots are wonky in their efficiency. On one hand they operate with walk hacks and can't be baited into mistakes. On the other hand they will go from decent to performing clearly forced "mistakes" to immitate what devs consider to be a casual player.
Seriously hoping bot performance doesn't get linked to player or team mmr averaging. High efficiency + wall hacks will cause major player burnout.
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@Zeon_99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494604#Comment_3494604
Shift the blame all you want. It doesn't not make the gameplay extremely boring.
Theres no blame to shift as the outcome is not set either way. It's not my choice how the killer employs their agency or what they find fun, as survivor my choice is in how to engage the situation.
If the killer wants to camp, so be it, I'll work on gens and then attempt a save near the end of the hook phase. Regardless of the outcome, there is still player engagement on both sides leading all the way up to the unhook attempt.
Killers can't camp without actually securing a down first and a kill is not free unless the team refuses to save.
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A few reasons I see:
Draws survivors to the killer's location
Pushes survivors together
Increases the effectiveness of tr perks
Creates useful deadzones faster
Reduces repairs time while patrolling for a chase
Can ignore drawn out pallet to pallet chase
Limits the number of structures to loop
Reduces the necessity for regression perks
Increase the effectiveness of regression perks
Compliments some killer powers
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Killers that can put pressure on good survivors make my survivor games more fun.
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Alot of survivors are running builds that allow for quick solo heals, I get why killers rather focus on 1 person than switch targets and lose the time investment.
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Nope, I find slugging is more engaging for both sides. Its Bad team altruism that can makes it a boring tactic.
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It's a good way of judging the power of a perk loadout before adding modifications
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495606#Comment_3495606
It’s completely imbalanced in the killer’s favor and, as I already said, not an intended mechanic. I’m done explaining this to people who just want to use design exploits for easy kills. Have a good night.
Whether it stays or is completely removed it has no effect on my killer gameplay seeing as I don't even use hooks. I just don't want forced immunity while as a survivor performing actions that influence match wide pressure.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495587#Comment_3495587
You are not seeing the point. Everyone makes mistakes. It’s a game. Imagine if you were out with the first strike in every baseball game. And survivors suffer more for their mistakes and those of their teammates. If survivors were meant to die on their first hook the game wouldn’t be set up the way it is. Yea, killers can kill in more ways than that but it’s all situational - the right add-ons, offerings, or circumstances. Camping is, essentially, an exploit of the game design. Killers aren’t meant to hang around hooks for someone to die. If that were the case the game would function by just having all survivors killed outright or by being given more defense mechanisms than running, hiding, and dropping pallets.
You said it yourself, it's situational. Personal mistakes can have a range of consequences, but once your on hook that is the end of your influence over events until teammates can overcome the opposition of killer and provide another opportunity.
The killer camping doesn't guarantee the kill, maybe bubba does 98% of the time, but every choice is subject to human influence. I'll agree it can be more problematic as a solo Survivor simply because another solo is far less likely to sacrifice their good status just to provide that additional chance. The situation creates little room for error but it's not set for either side.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494847#Comment_3494847
The game is balanced around that “free” save. Survivors only get 3 strikes before they’re out. Having that reduced to one changes the entire dynamic. And no hook save is entirely free of danger especially in solo queue.
There are situations that intentionally reduce the number of chances a survivor gets in both chase and hooks. We even have methods to kill survivors without ever using a hook.
They way I look at it is we all have one chance minimum, anything more is rewarded for good play and smart decisions. I just don't enter a match assuming I'm guaranteed bailouts for my mistakes.
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The success is based off survivor actions and the fact killers know a good majority are test a perk that has a counter perk.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494604#Comment_3494604
And who told you, killer deserved free kill for just sitting next to hook?
Finally devs addressed this issue, so killer have to work for kills now. I can't wait for anti-camp mechanic.
Who said it's a free kill? The situation isn't guaranteed either way. I've had plenty of times when I was sure to die only to be amazed at teammates making the save. The opposite is true as well considering I've been cut down short of making a save.
Let's not forget that a survivor has failed at multiple aspects of play before being placed on their 1st hook.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494604#Comment_3494604
You say what now? Not camping isn’t making the save “free.” It’s a literal balance issue and it’s good they’re finally addressing it.
Well it is a free save if the killer is nowhere nearby. Not saying camping is needed, rather I think a lack of possible danger during an unhook makes for an action without any risk or purpose. Take any action in game and consider the survivor immune while doing it; now it's just a pointless waste of time since the killer can only ignore you.
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Tapes are more easy-to-use than before.
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No Killer is busted because solo survivors are prone to making more mistakes. Killer is still facing a team regardless of individual survivor actions.
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It's on teammates to make the save, not the killer's responsibility to walk away and make it free.
Hitting survivors on hook is annoying for some, which is why some killers do it in hopes of getting an early suicide.
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Given the amount of unwarranted salt players get, I'd want it to be a toggle option so it can remain off.
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Tapes were made to be vary easy-to-use
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Wish they would stop making counterplay so easy, I prefer situations that actually require thought and strategy.
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Totems are a very optional side objective. Hexes are a very situational side objective; plus most stacking benefits have requirements before activation.
Hexes have always been a gamble on the killer's part, boons have only made them more so.
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It's an extremely effective perk when playing smart, even more so if the team is swf. Getting hooked first is a reflection of the player not the perks usefulness.
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Alert works fairly well for me. It helps relay where the killer is and which direction they'll head next. I also find it useful to just tap gens in exposed positions while heading to more strategic ones.
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There shouldn't be any form of forced safety. Every survivor needs to continuously be a valid target at any point in a match.
Good survivors can easily turn temporary invincibility into abusable situations.
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Time for harsher dc penalties
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While good swf squads may be a small % of players, the # of strong killers that effectively counter them is also small.
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Slugging is more fun than using hooks
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Nothing needs to be done about killers slugging. If a bleedout happens that is entirely the result of bad team altruism. A full team slug is also the result of bad altruism. All it takes is one survivor (no perks) and the entire team is right back up. With attentive teammates; slugging actually creates more player interaction for everyone.
When I'm slugging people, I have no control on how long it takes your teammates to locate and pick you up. I'm simply using the situation to force altruism over repairs.
Even the act of guarding a slug for bleedout penalizes the killer heavily (effectively 4x the time of camping a single hook state). The team effectively gets the time span of an additional hook state. Survivors can be done with all gens in that span unless your instant downed with no chase.
And if the killer only focused on one survivor for a bleedout (which doesn't even count as a 1k for mmr) I guess they are reportable in that instance.
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I've come to the conclusion that tunneling just doesn't exist. If I'm playing survivor and in a compromised situation that presents an advantage for the killer, that's it, I'm simply the best opportunity to apply pressure. Straight off the hook, I'm most likely the best opportunity to advance towards a kill.
Ignoring a prime opportunity is only a disadvantage that good survivors punish.
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Forced survivor efficiency, the devs really don't want the killer to influence passive pressure without creating massive opportunities for survivors.
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Good survivors require the killer to negate as many steps as possible for the win. Makes sense killers would gamble on a hex that cuts the effort necessary in half.
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BL is less of a reward and more of a chase cap, invite powers were just an imbalanced addition all around.
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Maps aren't ready to cut bloodlust yet, reworks aren't heading that way either.