Hektic3000
Hektic3000
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- Hektic3000
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Comments
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Even more reason i should be able to open the doors and trigger egc, whenever i want.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1553195#Comment_1553195
They would insta heal themselves or their team you have no slowdown as heals would take no time at all and they would have plenty time to rush gens and loop.
This because Thana isn't even a good perk for slow down. There's literally no reason, if you know how this game works, to run such a weak perk dependent on survivors healing.
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They'll probably be able to break them at the cost of a health state and a long cooldown
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So tunneling and camping are just killers doing their only objective too...which is to kill. So why are survivors mad when you're just doing your objective.
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I want this for console so bad. If i could lower graphic settings for a better frame rate i would do it every time. Id rather the game be played better than look better.
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I say this and get hit with people telling me that's not how game design works. Honestly if they made other perks better id play more, buy more, and just be more involved with the game. 5 pages of perks as a killer or survivor and only 1 page is actually usable, but lets have them add another killer with 1 and/or 2 super situational perks...
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@Jukenobi said:
Get gud. Apply Pressure.
Not helpful...
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@Dabihwow said:
So I just had a game as Deathslinger in blood lodge running, stbfl, monitor, pop and nurses. And in a short while gens were going off, and my first hook was when only two gens left, then after that the two went off. I got one kill when a survivor thought it was a good idea to flashlight near exit gate as Deathslinger. I had stop watch and used it for the entire match just to see how fast it would go, the time was 8: 23. So 8 minutes and 23 seconds and all gens are done exit gates are open and everyone left. That is a record for me, never have I had a game that fast before. When I told the survivors at endgame chat even they were surprised, and they even stated that it wasn't that fun, so they agreed with me that Gens need to be worked on. At least they weren't toxic about or rude at the end. So before anyone says " GiT GoOd " or " ApPLly PrESuRe" I ask how can I do that when I have to chase survivors, hook them, and constantly do so through out the entire map while I'm being pressured to apply pressure when I have nothing truly to do so? Anyway just a bit outraged by this but feeling better I know what some of you think it happens, but not like this
I think having Corrupt Intervention and/or Discordance would have helped out quite a lot. Having pop is nice to slow down gens but only if you can get the hooks in.
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I don't like the Chaser scoring system, i would say it needs to be looked at like gatekeeper was. It doesn't feel right that i don't get a good score since i didn't "chase enough". Sometimes in a match im just not presented with that many opportunities.
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The bigger question is if bond and empathy still override the blindness effect.
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@RbLen said:
Because balancing stuff is always a struggle as we seen with the past reworks. Whoever is in charge of game balance needs to explain what they were thinking doing this.
I mean this is happening when they're doing two good buff to tinkerer and lightborn so i dont see why this perk isn't getting much love.
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I don't think it makes other survivors unable to see the down persons aura either anymore. Why change a bad perk to be objectively worse for no reason?
Edit: Didn't know you still have the blindness on downs, they didn't communicate that well in the patch notes.
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So how i feel is that the game has gotten much better over time but the little things are what sets it back. I just want more killer and survivor perks to be viable, i hate having a 5 page list of perks and only actually having 1 page of them be useful.
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@GenericUsername said:
I don't understand the obsession with getting a 4k, or pipping up, or winning on the killer side. Do you have to kill everyone to enjoy playing the killer role?
Full disclosure rank 5 killer rank 1 survivor(not that rank indicates skill). I mainly play killer for challenges and daily rituals, and survivor for the same reason, or when my friends want to play. The only time I've felt pressure to "win" is when my challenge specifies winning or for the adept achievements. On survivor I try to survive, and the only way it isn't fun is if I'm rushed out of the game with a Mori, or don't get unhooked. But it's not unfun because I died, it's unfun because I feel like I didn't get to play. On killer there isn't a comparable situation for me, as the hatch requires either all the gens to be done and a key, or I've already killed a few people, or I've had all game to play and the gates are powered.
Some survivors live, some survivors die, sometimes I only get a couple hooks, sometimes I get 4ks. What's the problem if one person gets the hatch? Was the game not fun if the survivors manage to escape through the exit gate?
What metric do you use that makes playing killer stressful instead of fun? How do you define a win on both sides in DBD? If I define "winning" as getting the most bloodpoints(the only reward mechanic in the game), then with BBQ and chili I win 99% of killer games.
I mean killing all the survivors is my one and only job. If they escape good on them but I'm not gonna make it easy for them to do that. That's like asking survivors to do all the gens and just not complete the last one.
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@Freki said:
first of all it only buff's the obsession's ALTURISTIC aspects of unhooking and healing. it does affect the obsession in the other aspects, totems, chests, sabo and gens. also with nemesis or DS or furitive chase you can change the obsession. so technically without killing a single survivor you can get 8 stacks as the stacks don't disapear if they switch obsession some how. now, it's actually an ok perk, not the best but unlike what people say the perk as written is only buffed for healing, and that their hooks don't give you stacks.
I understand it affects unhooking and healing, more so healing than unhooking because that's already fast enough. I want to know why the obsession needs a benefit to those actions when they aren't even affected by the passive slow down the perk applies.
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@Nutty_Professor said:
So this is a common complaint I see from survivor players, I even seen Tru3ta1ant (a killer main) criticizing killers who slug at five generators.
However, every time I hear or see this complaint I ask, why should the killer not slug at five generators?
Unless the killer is using a slugging build. Often the reason the killer is able to slug is due to survivor teams mistake. For example if I down a survivor and I see other survivors are close by, either working on a generator or trying to position themselves for a flashlight save, I'm going to leave the downed survivor slugged and go for the other survivor.
However, if I decide to slug a survivor as I see another survivor close by but that survivor either has sprint burst or runs to a strong set up. I'm no longer in a position to be able to afford to go after that survivor, as it'll take me too long down them. So I go back to the slug survivor and I hook them.
My decision whether to slug or not to slug, is based on the situation when I down a survivor. Not based on how many generators are remaining. Also five generators remaining can quickly become four gens, three gens, two gents, etc remaining.
Comment your thoughts and opinions.
This is a pretty fair opinion, the slug is buying me time and forcing survivors off gens. If i go for a hook that's more time they can get gens done and then go for the save. I feel this same way when i see people leave hooks and not even contest unhooks, makes no sense to me.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1479658#Comment_1479658
I already said why, but I guess I can go more in depth; because it makes the obsession a power house, and comparitively to all the other slow down perks - they are all infinitely better than it. The biggest problem with Dying Light is that it's a moderately strong slow down perk with a huge downside. If you ignore the obsession they are going to janitor all of your hooks, and heal survivors quickly losing you a ridiculous amount of time. If you fight back against the obsession to stop this you're costing your dying light stacks - and the obsession will only want you to chase them anyways.
Comaring to a perk like Thanatophobia; when you injure all survivors you are hitting them with a womping 16% slow on their repair speeds. That's immensly better than Dying Light, and the only fall back this perk has is if the survivors are healing - which if they are healing each other than that's another 2 survivors not working on gen's. So trying to deny this perk's use is still detrimental to the survivors. While at the same time injuring survivors is easy, and slowing down or stopping their ability to heal is even easier. It synergizes well with other perks, and at the same time doesn't have a fall back for using it.
Pop Goes The Weasel - Works on any survivor you hook, and when synergized with a perk like Thrilling Tremors, or Barbeque and Chili (Surveilance, Tinkerer, etc). You can stay on top of the survivors and stop every gen they even try to complete, with each hook. Like as if you are running Dying Light, but without having 1 survivor immune.
Dying Light literally kicks itself in the teeth for benefiting a survivor, as any good survivor will simply use the perk to it's advantage and bully you. Denying your use of the perk, and losing one whole perk slot is devestating to the Killer int he current meta. When you could of just used Thanatophobia, and got more for your buck, and been more consistent.
Also if you don't run any perk that makes a survivor the obsession, then if you're against a team that doesn't have an obsession - then you know none of them have Decisive Strike.
I know the thematics as to why its a weak perk, i've read about it up on the wiki so i know what it does. What I'm asking is why does it have to be a weak perk.
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@TheButcher said:
Because it's a weak perk, that's hard to stack. Since once you realize the Killer has Dying Light - then the only survivor you're going to find from that point on is the obsession.
I know that, what i want to know why its a weak perk to begin with.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1479585#Comment_1479585
Old Dying Light had an a theme, even if that theme was pretty bad for game health. One person becomes the light of hope for survivors and when they die everyone else loses hope.
Now it's just a mutation of what the old perk was going for and failing to hit the same theme.
So even more so going with "theme" for an obsession perk, no other killer perk except maybe Rancor helps survivors in any way. So why should Dying Light give a benefit at all? I thought the general idea is that you don't want to be the obsession as a survivor.
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So like the best case scenario is 9 hooks right, then that's a 27% de-buff to everyone but the obsession...in that case tho everybody but the obsession is dead and the perk doesn't even slow the obsession down.
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@RedditUser69 said:
Because getting a 3% stackable slow on everyone is super strong so there has to be a downside to offset it!
I dont think its that strong when each percent adds about 2s to repair time but ill give you that. Even if that's the design choice why not have the obsession start at like a lower percentage and not have the max benefit at the start.
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@Seiko300 While i appreciate you coming and explaining that for me I understand that BHVR will continue to do what they want to do regardless of my input. I don't understand the need for you to come and comment on this post with such an attacking attitude. It just feels like it went from 1 to 1000 really fast....
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I think it would also help in the cases where a survivor finishes a gen right in the killers face.
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@28_stabs Well I'd rather not be forced use 1 of my 4 perk slots for pop and just want my regular kicks to mean more than just a waste of time.