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Fonay

Fonay

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Fonay
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  • @Orion said:

    The Nurse is the only killer that turns a chase into skill vs skill. If you're better than the Nurse, you win. If not, you lose. Just the way the Entity intended.

    If you get caught in a bad position, you should get hit - it's called a consequence. This is not a point against the Nurse so much as it is a point in favor of buffing the Demogorgon's Shred.

    The bad decision is spawning on the map in the first place.






    /s

  • @finitethrills said:

    The only "genrush" that really exists in any quantity is simply the current state of the repair to door time. The time imbalance between survivor objectives and killer objectives. It's been dbd's biggest problem since inception (well, maybe except the original infinites).

    Killer can only commit to chase 1 survivor at a time, and can only threaten multiples for as long as they stay together. Survivors not being chased have literally no other game win objective to do EXCEPT hold m1 on a Gen.

    There's an occasional edge case of Survivors bringing in speed perks and toolboxes, but that's not that common, and of course, the original bnp shenanigans are much diminished.

    So really "genrush" is just an easy shorthand to refer to the fact that in an ideal gamestate, objectives are done in under 3 minutes + travel time, vs killer objectives being far more variable and potentially far longer to accomplish. A single survivor left on the hook = 1.5 gens done per remaining survivor (obviously assuming killer somehow has no pressure). Add in chase time, and in a worst case scenario, all gens could be done by the time 1 single survivor is chased, downed, and sacrificed on first hook (assuming a 40s chase time + whatever travel time from first three gens to second 2).

    Obviously, nothing ever works out that cleanly in a legitimate match, but the disparity in the basic math lends itself to suspecting the problem lies mostly in that equation.

    This will almost never be an issue when sub optimal Survivors are involved, but instantly becomes far more pronounced with Survivors who do play close to optimally.

    Which is also part of why crappy matchmaking has such brutal effects on lower tier players. Good killers will struggle with the time crunch vs good Survivors, killers who are still learning will never be able to keep up with serious Survivors.

    Potentially adding some new prerequisite objectives either before gens or in between gens could help with the time game, as well as having some actual consequences to being injured, as there are currently no mechanical penalties to it. But then you have the issue of new/still learning Survivors. Everything about the game is a massive wedge between low tier players and vets, and another wedge between those and swfs who are familiar with each other or are on comms. The game does very little to actually separate these, so any changes made will grossly over impact the lower echelon compared to the upper echelon.

    I like the idea of making sub other objectives between gens or something to help killers who struggle with applying pressure and stuff BUT at higher levels killers can capitalise to easily on those to end the game with 4K more frequently.

  • @TwistedJoke65 said:

    Hear me out. I know people find the term genrush as a meme or not a thing but when I chase one person and 3 gens fly, I think that's genrushing.

    But why do it? Yeah you escape and do all your objectives but dang, me as a killer, I barely got to play. All genrushing does is get you out the game faster. Why even play at that point?

    Well thats how i feel when tunnelled out of the game. Why do it? i barely get to play, yet it happens anyways there are matches where you'll get gen rushed or tunnelled out of game. Its happening because it helps people to win, as survivor its far more likely you can escape if you can get the gens done quickly. As a killer if you manage to get one survivor out of game its way more likely the remaining survivors wont manage to complete gens with one man down.

  • Oh, so my post is removed for promoting DC but this is fine. lol

  • @Aven_Fallen said:

    I dont think that this is needed. The thing is, the Perk might be too strong when it comes to Hex-Totems, but basically useless, when the Killer is not running any Hex-Perks. So if the Killer is using Ruin/Undying, they can lose it in seconds, but if the Killer is not using any Hex-Perks, the Survivor has a dead Perk (yes, Dull Totems exist, but aside from the badly designed NOED they dont matter).

    So if you are unlucky as Killer, you might run into a Survivor running this Perk and lose your Hex even faster. Which also removes the passive Slowdown those Perks bring, because the Survivor does not spend so much time cleansing the Totem.

    A Skill Check does not change it, because they are easy to hit.

    While I think that Undying does too much and can indeed be nerfed a bit (I think the idea of Otzdarva to let Ruin die as well, when it was relocated before when Undying got cleansed is quite nice), I think going for a Perk which either has the potential to be too strong or too weak (without any real middle-ground) is not that good.

    But maybe with a bit more adjustment, it would be possible, at least it would be a unique Perk which I can imagine to be in the game (or at least some Perk which interacts with Totems).

    You're absolutely right in many regards but seeing the repressed alliance which faces similair problems as this idea in my opinion, it is useful when it comes to certain perks but absolutely useless otherwise. The idea of my perk isn't far fetched.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714211#Comment_1714211

    Mate, are you moaning about a much needed freddy rework. He was terrible and now he is good. It is a killers job to shut down loops

    I'm just saying that right now freddy does too much too well and doesn't leave much counterplay. I realise he was weak beforehand but he is strong right now cus he can do so much with his base kit. Even if I'm complaining it doesn't make it false.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714211#Comment_1714211

    Mate, are you moaning about a much needed freddy rework. He was terrible and now he is good. It is a killers job to shut down loops

    Right, cool hes meant to shutdown loops, like clown, so why everything else? My point the whole time was that his base kit allows doesn't leave too much counterplay. And what can you say that disproves that?

  • There is some merit to this post and others like this. Imo some of the newer killers/reworks are bit overturned on reference to their base kit, they try to be good at everything to give as big of an advantage as possible and with good perk and add on mixup they can take advantage of their abilities a bit too well.

    I think, that killers should excel at one or two things and be average at rest. In doing that the killers should be forced to play more around one specific game style. This would allow for more "uniqueness" and counterplay but as I said,killers should excel at these points so in right hands after some practice it wouldn't be to challenging (although probably more than now) to still win.

    Let's talk freddy, what exactly is he meant to do? I was always confused since the rework, with right add ons and perks he can basically slow all objective progress to nothing, his dream snares make long term looping practically impossible and the ability to put insta pressure anywhere through teleportation. Again, I ask: what is freddy meant to do? Slow the game till he can kill everyone before the gens can be completed? Or is it that he should be able to apply instant pressure anywhere on the map and disable the survivors ability to loop properly? Right now he can do too much, especially if you look at someone like trapper or clown whose lack of ability and gamestyle variation is plain to see.

    Clow is good at breaking loops, same as freddy. So far so good, but it's all he has. There is nothing more. So how is it balanced to have one killer's ability on different one and then more?

    Then there is also trapper. Trapper needs to take time to set his traps, before he can do anything he needs to think of trap placement and take his time to actually place his traps. Giving survivors a free reign over the game at the start, if you want to use your power to its fullest. And then in few seconds survivors can disarm his traps, rendering his ability quite useless.

    My point being that I quite frankly agree that some, not all, killers are bit overtuned while also seeing that some are rather subpar; not to mention wraith, who is practically useless for his "invisibility" is too easy to notice.

    Now that I went after good and bad killlers I should talk about one of the more balanced ones(although he's very annoying).

    Doctor. Doctor excels at finding and looping survivors while also being able to slow the game a bit. His abilities allow him to find survivors easily around the map forcing easy chases while also making it quite hard to loop him, resulting in survivors having to chase him in less conventional ways to try to counterplay(at least they should). This gives him rather clear gamestyle - find and destroy. The additional ability to slow the game although not to great with base kit and add ons can be abused with right perks making him bit more frustrating to play against a although still balanced in a way.

    So while I can agree with statements such as "killers op" or "killers useless" I can see how both sides are in some shape or form right on certain matters whilst completely missing the point on others.

    Tl;Dr killers aren't just too strong or too weak but some killlers are quite stronger and overpowered than others while some are subpar and some are balanced.

  • @MyersRulz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365320#Comment_1365320

    Because he has to waste time running to the other side of the map expecting that no one got their before him. In my experience every single time that i was far away from PH when he caged someone the cage spawned somewhat close to me or another survivor, making it very hard to effectivily tunnel someone. But hey thats just me, maybe i just got super lucky with about 20 games.

    Okay, gotta give it to you the cages do make it harderti tunnel but i dont expect many survivors are actually gonna be hit with the trail, meaning most likely ending up on the hook. Setting up trail to block a path for the survivor leaving them limited option of running away safely, then the ranged attack can be used to hit the survivor, or if they try to dodge cancel into M1. Now that i think about this, you probably want to be hit with the troment since its way better for the survivor since its anti tunnel lol. (All of this is waht i saw in my games)

  • @MyersRulz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365306#Comment_1365306

    I agree, some days i get multiple scummy players in row, some days is just potatoes, but yoy cant just assume every killer plays like a jerk.

    Yes, thats quite right. I guess its down to luck, and it hasn't been on my side much lately.

  • @MyersRulz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364842#Comment_1364842

    Hahaha yeap, they introduced literally the least optimal killer to tunnel with but no since it takes away bt and ds survivors get like "but i cant loop so i need my 55th chance perk to survive" .

    How is he least optimised? Im confused right now. If played right, his ranged attack can basically guarantee a hit

  • @MyersRulz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364907#Comment_1364907

    Nope, everyones knows that jerks exist, you just think that every killer is one.

    Not many killers proved that wrong, for me personally at least

  • @MyersRulz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364770#Comment_1364770

    You act like every game is against a scummy tunneler, they exist sure, i only see them 1 out of 10 games. And by the way today PH population already went down at least for me so yeah rush then try again.

    Yea, but it comment like this really depend on personal expierience. For me personally, chances of the killer being a tunneller or a camper are about 70%

  • @LordRegal said:

    Personally I’d rather see them shrink maps. When maps are too big, gens feel like they go too quick. Can’t remember the last time I felt like gens flew on Rancid Abboitoir though, since that map is fairly small.

    Yea, but some killers(mainly doctor) would thrive on smaller maps, so you've gotta be careful with that as well