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Grandpa_Crack_Pipe

Grandpa_Crack_Pipe

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  • @Monarch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832385#Comment_1832385

    The post literally says he had a ritual?

    I'm not gonna defend moris with my life but now i've wasted 7k PER MORI, a change was in order but bhvr's balncing team went with the ole well ######### if 80% of our playerbase is gonna complain we might as well delete it and sweep the broken glass up later.

    So in real terms, the 80% of the players about 70% survs and 10% killers/balanced complained, then ######### off the other 20% and left them with nothing other than wasted BP and a sour taste in their mouth, without realising that the challenges would create problems since they're now underpowered as #########, causing tunneling and the 80% to have something to blame on the 20% while in reality we're just trying to play the game.

    Literally the first sentence of the post talks about tunneling to use the mori, so I think it was pretty on-topic.

    Don't begrudge the dude for dealing with his rituals how he do, they're still dumb, and so are the Rift challenges in general.

    And if 100% of players weren't complaining about an offering that cut the game in half, i'd be concerned.

  • I did, i'm just saying that people might not cleanse the dull totems since they think it may well be a timesink that isn't worth it compared to just sitting on a gen for its full runtime. YOU might know you did so and so number of totems, but in the middle of doing things that aren't listening for popping bones it's easy for everyone else to lose track.

  • Finding 5 randomly spawned totems all around the map is tough, man.

    Especially if you don't have a way to track them down, and especially if you forget how many were done in the heat of the moment.

    And ESPECIALLY if you're in solo queue.

  • Yeah, mostly 'cause he's not super fun to play against.

    Get chased, go around a loop, pre-drop because looping's going to result in a snare with no lost speed from Freddy, repeat.

    Desperately fight gen slowdown while he teleports onto your gens.

    Desperately try to get the last gen done now that he only has three places to teleport.

    Without a team that really knows what it's doing, it's very easy for even bad Freddies to be a-- wait for it-- nightmare.

    So most people are just like "#########, guess i'll die"

  • @Hyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832385#Comment_1832385

    I see what you're saying, and normally I would play that way, but consider the possibility of only having one Mori, and you want to get that ritual done...obviously, you're going to alter your playstyle to try and make sure you get it done that game. There's no room there for playing normally and hoping for the naturally occurring opportunity to use it.

    Also, playing normally, obviously, there are a lot of differing scenarios we could contemplate for how things would play out this way, but I feel playing normally would also result in less opportunity to utilize the Mori. If I'm playing normally, going around slashing and hooking everyone, things start to get demoralizing for Survivors pretty quick, so I start to see less and less attempts at saves and more focus on just getting gens done while they can. So people end up dying on hooks when really, to get my Mori ritual done, I need them to save each other...twice. It becomes better to focus 1 and have 3 other healthy, confident survivors remain for making saves.

    I dunno, like I said, we can contemplate a lot of scenarios that favor me or favor survivors, that's just one. In terms of Mori + Ritual, this forced me to play a way I know survivors hate, and for 1 trial I had to be "that Killer" which people feel ruins the game.

    I never really liked the Mori rituals to begin with, honestly. It's the ONE ritual you can't just get by playing the game normally, you always have to bring a mori or a perk. Makes people think about it too hard and play dumb, I always reroll them when I get them. I think they should just scrap it wholesale.

    And I guess at that point it's just a difference of methodology. I feel like it's a nice bonus to bring just in case, with some solid use in the right situations and it isn't really something I think about. I DO completely understand feeling like it's a tool to use and wanting to get some use out it though-- you spent the blood points to get it, you want a return, and it ain't as easy to get one as last time.

    Though if you're demoralizing survivors enough to keep them from unhooking, and they're dying on hook often enough that it's hard to make use of your moris, that sounds like you're winning and don't need 'em.

    I still blame Rituals though.

  • Optionally, you.. play normally and get to use it as a consequence of playing well.

    I don't get why people feel like they HAVE to tunnel to use the Mori or that it encourages tunnelcamping or whatever. It's an offering. Same slot you use for remove two chests and slightly decrease hook distance. It shouldn't change the entire game or change your entire playstyle around it.

    If you're going to tunnel to make use of the mori, it's not really that distinguishable from just tunneling someone to death normally.

  • @Tsulan said:

    Of course survivors get punished by bad plays. But then they have their safety net of BT, DS, Unbreakable and let's not forget 3 other teammates.

    A survivor mistake never weighs as much as a killer mistake.

    A survivor's a fourth of his team, a killer's his entire team.

    A killer mistake SHOULD weigh more than a survivor mistake.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831709#Comment_1831709

    It seems like Crossplay made the Survivor Queues for PC players worse. Because Console brought in quite a bunch of Survivors, while the number of Killers in crossplay is smaller.

    It also does not help that Killer players can disable Crossplay on Console and still have instant Queue times.

    Yeahh, it seems like a solid 80% of the people I come across are crossplay at this point, to the point where it's a rare occurrence I can actually talk to anyone in the postgame chat.

    Most of 'em are survivors, and I don't really blame 'em, I can't imagine killer's too amazing on console.

  • Why are you upset that survivors don't "fear" the killer? Or that they're memeing on you, or they're laughing at you?

    It's not a horror game, it's a multiplayer game with a horror aesthetic. After about 10 hours of experience they're gonna learn the game, stop being scared of you and do what any self respecting player does-- goof around.

    If them doing it in your face and not actually getting anything done bruises your ego as a killer, that's not a game problem.

  • @anothercomplainer_10 said:

    Well I say it's dumb as hell, get better at the game and dont get caught twice. There is no point in having to wait until they would die anyway. Thats why it's such a rare offering I thought.

    Personally, I think they should add an offering for Survivors that spawns the hatch at three gen done and gives everyone a key.

    Just kill everyone first smh

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1826167#Comment_1826167

    Basically all competitive game are balanced for the top player... Counter Strike, StartCraft, Warcraft, Smite, League of Legend, DotA etc. and all of these game have a healthy low skill player base.

    This isn't Counter Strike.

    It's a weird asymmetrical experience where each side is playing a very different game. And calling for it to be balanced like a competitive game fails to understand why they can balance it like that so effectively: Because both sides are equal, RNG is absolutely minimal, and outside forces don't influence the outcome of the match.

    None of that is true for Dead by Daylight. But most importantly, that the sides aren't equal.

    There's no hardcore Radiant or Dire mains in DotA. When you change Chen's map teleport based off tournament usage, it's a flat change that effects every single player equally. But you can't DO that in this game. Every change tips the precocious balance between Killer and Survivor and I don't envy the absolute nightmare Devs have to deal with to maintaining it "the right way" while everyone screams at them. And what's even a win? How can you even balance around wins when we don't even know what that is?

    Top SWFs, absolute tippy top SWFs, abuse an admittedly broken combo that must be changed, but aside from that, simply optimize their play in such a way that they've effectively taken fun out of the equation for maximum efficiency. Almost EVERYONE else doesn't play like that-- solo queueing, duo SWF queueing, saving, healing, grabbing chests, doing totems, getting chased, going for plays, so many other things than just doing gens as fast as conceivably possible, all while items are brought from outside the game and map RNG has potentially tipped the scales one way or the other.

    And the kill rate is still good. Newer killers dominate newer survivors, and things start evening out in the middle and later half.

    Now, what do you think is gonna happen if you balance around the top player and make their efficiency less efficient?

  • Yeah, it's a little weird how Spirit kinda does everything he does but better. Or at least, everything important.

    Invisibility? Wraith's got Halo 1 invisibility, you don't even know if Spirit's invisible or not.

    Wraith gives a warning before attacking, Spirit doesn't.

    Wraith takes 3 seconds before he can actually do his attack, all the while he's slowed. Spirit can do it instantly and lunge for days.

    Wraith needs addons to have decent map coverage, Spirit is Spirit.

    Wraith CAN see survivors while invisible, but.. y'know, that's not exactly a very big problem for good spirits. Just use ears.

    He could do with a solid change.

  • Crossplay could be the culprit. I remember when killer queues were like 5 minutes and survivor queues were damn near instant, and that was when PC was all on its lonesome. Now that consoles are getting in on the action, I see majority console players in my matches, and survivor's a lot easier to play on console than killer.

    That's my theory, at least.

  • Good. I can actually use all my Ebonies without taking a giant karma hit and games against Ebonies are actually worth playing now.

    I genuinely, earnestly don't understand why everyone's smashing their keyboards proclaiming they're absolute worthless garbage trash worst item in the game, since it allows you to take out death hook people no questions asked, no problem, no DS, no BT, no flashlight or pallet saves possible, no second chance, just do it right then and there.

    Are they just salty that an offering (an OFFERING, same slot you use to remove 2 chests and very very slightly reduce hook distance) isn't a free win button anymore? Salty that going hGHNKhNKHNKSDFGKH KeYs and casting Whataboutism at 9th level hasn't deleted keys from the game yet?

    Who knows.

    Good riddance, though.

  • I mean.. as far as I can tell, hex perks stop gaining/losing tokens after they're cleansed, so it shouldn't.

  • Played Ghost Face on the Yamaoka estate, I was down to one gen and three people down, so I went to look for the last guy and found him hiding in lockers-- I think he was waiting for his teammates to bleed out so he could get the hatch.

    Yoinked him, hooked him, shook my head and went back to the three who were piling up and spinning. They played real well and it sucked they got abandoned, so I got one up and let 'em pick eachother up. Then we worked on the last gen together (knives are valid wrenches), conga line t-bag walked to the gate, and waved 'em all goodbye.

    Got a lot of <3s in the chat-- feels good.

  • If this potato can do it, so can you.

    And even if you're playing with potatoes, there's always something productive you can be doing, and when you get better at optimizing your time efficiency you can get decent emblem points even with terrible teammates. Like, hey-- not being chased? Hop on a gen, self explanatory. Someone else being chased and downed? If they're far, keep working, and if they're close, position for the save. Save, heal depending on danger, get out. Not being chased after that? Cool, hop on a gen again. Killer's coming in hot? Take the aggro, maybe a protection hit, lead the killer around-- you get Lightbringer points for gens worked on while in chase, lead 'em around as best you can, even lose them.

    The better you get, the more naturally ranks will come-- don't overthink it.

  • @carnage4u said:

    https://forum.deadbydaylight.com/en/discussion/comment/1827122#Comment_1827122

    Devour hope is a cool killer Hex

    Way to many people play this game like its some esport that is going to make them famouse and join some cool team and travel the world playing in tournaments. I'll never understand how ######### sweaty/tryhard people get.

    Devour Hope's dope, it's the train you can only blame yourself for getting hit by.

    And that's what i'm talking about, man. Learn to love your good boi killers. Learn to love your honest survivors. Don't sweat, pet the pig.

    We're all playing DbD here.

  • You might have to reword the question.

  • @noctis129 said:

    "make her so incredibly unfun to go against."

    Fun or unfun doesn't dictate a killer to be reworked. This is a epic fail post.

    "Can I actually do anything here" is a pretty good metric on whether or not a killer should be changed.

    Like Altarf mentioned, it's why old Legion was reworked, because it didn't really matter what you did, you were still gonna go down in 30 seconds once Legion had their eyes on you. You could still WIN, it was just gonna be an absolute slog for everyone involved, because you were on a time limit with basically nothing to change that every time chase was initiated. One of the most fun parts of the game, the chase, was little more interactive than holding M1 on a gen.

    Now, a lot of people would call that "unfun"-- because it was, and it saw people just leaving Legion matches and people dropping the game entirely because it really sucked. Hence, the rework.

    Spirit is like that, but to a lesser, yet still significant extent. You can still win, and there's things you can DO, it's just that you're gonna have to play in a real lame way to win and accept that nothing short of a very lucky guess is going to extend a chase past the 20 second mark, because if the Spirit is good enough none of it matters.

    Because she's moving at 176% speed, you're not, you've got no info and if she's got a good pair of headphones her disadvantage is moot.

    Hence, rework talk.

  • @SquirrelKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1825585#Comment_1825585

    That would be an issue if survivors didnt constantly push for a class war within the videogame

    I hope this isn't something you unironically believe.

  • Imagine trying to stir up class wars in a video game.

  • Because they can?

    I don't know what to tell you. If people can sweat at something, they will. Casual, competitive, FPS, horror, doesn't matter-- there's always a will, a way and a group who's gonna do it, and if they can naenae on someone, all the better.

    So yeah, it's gonna happen with DbD.

    A lot of SWFs are just friends having a good time with eachother, but odds are you notice them less 'cause they're not the ones destroying you most of the time.

  • Is the proposed counter to what you consider a necessity for killers one specific item, addon, or perk to deal with the RNG of bones?

  • This is a special kind of cursed.

  • The difference is that Devour Hope and Rancor treat a mori as an incredibly powerful effect that has to be earned and can be played around before it gets to that point (because being able to remove someone from the game on the spot is, and should be. Someone getting mori'd with 3 or more gens left is more often than not a death sentence for the team). You can even mori someone who hasn't been hooked at all with them!

    And because of that, they feel fair and no one has a problem with them.

    On the other side, you bring one red boi and get the same effect for everyone with no downsides and nothing else in the category has even a hundredth of the same power as it does, so theoretically, there's no reason not to just bring it every time.

    Even disregarding design philosophy in this case, i'm sure you can see the issue.


  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805252#Comment_1805252

    I never needed mori's to get kills, i just was a fan of challenging the survivors and not underwhelming the killers who are supposed to kill you. I don't want the only way to die is to be hooked and it feels like its leaning that way

    You ever tried Devour Hope?

    Rancor, maybe?

  • I literally made an account here because of the overwhelming need I felt to clown on this dude, but I feel like enough's been said.

    So hey, instead? Have an announcement.

    There are people who play this game who genuinely, honestly believe they deserve to be handed wins. That a victory against the other side should not be earned, but given, as much as they may deny this to others, or even themselves. There are survivors who expect the killer to stare at a corner the whole match 'till they have the exit gates open. There are killers, like I suspect this sweet baby bean OP to be, who would only be satisfied if they loaded in to an empty 25x25 foot square with no exits and got to play Mutilate-a-Doll with the survivor players. To these players, they are NEVER in the wrong, the other side is always a grand evil, and they can take endless amounts of pleasure in ruining as much of their experience as they can because the game is "X-sided".

    We call these players "entitled."

    Entitlement is a plague that affects survivor and killer alike. It is, without a doubt, the greatest affliction worming its way through the fetid bloodstreams of the playerbase. It breeds terrible diseases such as Whataboutism (hOw caN yOU neRf mOrIS WithOUT neRfING keYs tOO, BiaSed DevS), Elitism (lol survivor/killer main spotted, count how many times you've seen that in a DbD discussion), toxicity (ggez baby killer LOL), and worst of all..

    A victim complex.

    People who genuinely, earnestly believe that the devs are sided against their playstyle of choice, and deign themselves a "victimized underclass" for their choice of role in a v i d e o g a m e .

    I know you've seen them before. People who clutch their chests and fall to the floor for every minor balance change against their preferred role. I saw someone punch holes in the wall over The Spirit making periodic noises that slightly revealed her location during a phase, almost certainly a (not unwelcome) bug that was decried as the death of The Spirit and the end of Killers in DbD.

    But there's a cure to this plague. Please, don't limit yourself to just one role or another. Use your critical thinking skills. Examine your entitlement a little closer. Be critical of yourself. Exercise some EMPATHY, for godsake-- not everyone on the other side is out to get you and you specifically.


    Thank you.

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