GhitaIanis
GhitaIanis
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- GhitaIanis
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@kizuati said:
thats called a window tech
That's the thing a window tech doesn't work right cuz you get hit by that auto hit if you get too close to him after vaulting a window. This bug happens on pallets and survivors can vault the pallets back before you get controll of the character so you literally can't do anything about it. A window tech when done to a killer correctly does have counter play and it isn't game breaking because as the killer tou can do stuff to prevent it from being useful if you expect it. This bag is stupid because it isn't a "tech" it completely counters his power once the timings are learned and there is absolutely nothing the mastermind can do because he is on that post vault cool down the entire time and survivors can easily vault the pallets back with no danger whatsoever.
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He is just the perfect example of how a killer should be in dbd his power is fun and engaging without being stressful to play as or against while also covering all the problems killers have in dbd. First gens too fast? BOOM build in slowdown that requires some strategy like do you instantly use the spray do you wait and do a gen first and risk being chased or not even focus on the spray very engaging like I said. Second survivors holding W making chases unnecessary long? BOOM really useful and fair gape closer not too strong like blight or nurse but still useful which also adds some kind of map traversal/ map pressure. Third do you feel like chases take too long because survivors just run the same safe and brained loops which take no braincells to think about? BOOM an anti loop which forces survivors think about how they loop creating more fun and interactive plays where it doesn't completely shut down loops but makes them more dangerous so survivors have to be more cautious and less greedy with pallets. This killer is the perfect example of killer balance, if the killer is more skilled than a survivor then you can actually win with wesker and the only times that doesn't happen is if you get some BS map where literally only nurse could manage, or if you run in a 4 man sweat swf all running stake out and hyperfocus but both of these scenarios are just bad game design choices not killer flows. Thank you for coming to my TED talk!
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3136423#Comment_3136423
Why is it that every time a survivor perk is nerfed, people complain about other perks,that were not considered op before, but people just pretend otherwise and simply attack the next best thing survivors use? DH nerf, Boil over nerf, DH, etc. We have seen this time and time again.
If it can be used, it absolutely will be complained about until it gets nerfed. If you play against people who can stack slowdown perks and end chases fast, it is unwinnable for solo survivors.
Well in my opinion if you end chases quickly you should win the game like doesn't matter if its solo survival or 4 man SWF a killer ending chases fast deserves the win survivor is a team mode, like any other team games if you're losing because of your team its not the enemy's fault just the game for the poor match making so it doesn't matter if you're solo survivor and your teammates are downed super quickly the killer deserves to win you deserve to be angry but try to be angry at the team or the game for the matchmaking not the killer or their perks the fact that you need a bunch of regression perks to win when you end chases quickly isn't necessary bad just shows an underlying issue with the base game mechanics not rewarding the killer properly I believe gen related perks shouldn't be a thing for killers, the game should by default reward killers with wins if they end chases quickly perks should be used to make chases either more interactive or even change the game up a little or provide a very small advantage in game but I personally would prefer if they would help with game progression in general like BP if doing certain stuff