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I am in fact playing DbD, and that doesn't happen to me.
Cus I don't entertain pissing matches with strangers usually.
I mean do what you want, more power to you. Just answering the topic question: yes I play DbD and that doesn't happen to me. Although I'm pretty sure there's some people that probably have wanted to... lol
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For me, it's gotta be that one forest map from Macmillan (Shelter Woods I think).
I get why people dislike other maps, like if they're too big/small or whatever, but to me Shelter Woods is soooo boring. There's just a gigantic dead zone in the middle with a big tree, and all the loops are around the edges. On top of that, there's a single building that always spawns the basement. It's just such a bland map with such a dumb design, with all the stuff around the edges and practically nothing else existing but trees...
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It's because you have to look at each of those individual arguments. When you say "stop complaining about facecamping," it makes sense because the developers have held the stance for the longest time that it's okay to do it. It's not encouraged, but it's OK.
As for the Dead Hard one, I don't think I can say I know what you're talking about. I see DH brought up when it comes to 2nd chance perks, but I don't see nearly as many hate threads dedicated to it as I do about camping, tunneling, DS, mori, etc.
And then for the "DS is balanced" I can assure you the reason people give you the "found the survivor main" comments, is because it's just simply incorrect. Anybody who plays killer and has gone against a team with multiple DS and minimally competent survivors will tell you this.
And I also don't know what you mean in reference to the responses killer based threads vs survivor based threads get. I mean, this thread itself sounds biased toward survivors, so it would make sense why you think that, but practically every thread I look at, there's a handful of people trying to make actual points for or against something, and then most of the other people are just flaming each other having a "survivor vs killer main" war.
In general, I think you just have to look at individual cases. Some complaints are stupid, like facecamping in my opinion, because the devs have said it's fine for a long time. Others, like the DS complaints, I actually see some validity in for various reasons. If you want to see what I feel about it, feel free to look through my comments and you'll probably find something about it, but I'm not going to go in depth on that. Point is, some people come on here and make downright unhelpful complaints. That's why most of the people probably didn't have a problem with you posting about "stop complaining about facecamping." It's not because it's a "survivor topic" or "killer topic" or anything.
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Most of what you said is fine, but I still have trouble with that "then who is at fault?"
There isn't a way to tell who has DS. That's the thing. There might be people that like to just be in your face about it and use it to bully you, but that doesn't mean it's a 100% tell that certain behaviors automatically mean DS. The obsession isn't always the one (or the only one) that has DS. There's several things that can make it unclear.
Perfect example, today I played a game as Clown and had people that were admittedly not bad in chase. Before I continue, I want to say this isn't me complaining about a bad game because I did just fine all things considered, and I don't care that much about "winning" anyway. So continuing, it was a relatively normal game, but there was clear coordination, or at least very very aware solo players in my game, because these survivors were going for Head On plays and stuff. On top of that (I didn't know this during the game obviously) but 3 of them were running Decisive Strike, and multiple of them were running Borrow Time.
Now think about this situation. I'm playing Clown who I only have level 50, no prestige, mostly crap/not maxed out perks, and I'm currently just trying to burn my BP offerings. Clown is already a weaker killer, but on top of that these survivors aren't stupid enough to give up free hits, I'm playing Sanctum of Wrath (pretty wide map) and multiple of them are running perks that extend chase and give second chances. There's only so much I can do as a Clown that isn't running a fully stacked build with a Finger or purple addon, or a mori, or anything special, when multiple people are running DS like this. To make things even more tricky, these survivors weren't the type to be very obvious about having DS. They weren't just doing things in my face. Admittedly, a Jane did slowly enter a locker, but it was as I was coming up from a good distance so I just had to assume that she was trying to hide and maybe prepare a Head On before she got caught. Nope, she just lets me grab her out of a locker, and she just so happens to have DS and hits me with a 5 second stun and runs away. No, she was not the obsession. No, I wasn't tunneling her, I was chasing somebody else and just went to patrol a gen and saw her going into the locker. No, she wasn't teabagging and trying to be annoying and get me to chase her.
I mean, I don't have a problem with a lot of the things in this post. I just don't think it's very fair to simply just say "maybe you're right... but gasp maybe you're wrong?" and "who is at fault" and all that on the topic of DS, because I simply feel like there is way too much room to abuse the perk.
Once again, not making this post to rage. I don't have this agenda against DS. That's not what this is about. I just simply think one small part of your post is lacking some acknowledgement from one "side." It's one of the few things that people come on here and complain about a bunch that I actually feel has some validity to it. That, and maybe getting mori'd off 1st hook. Pretty much everything else I agree with.
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Not saying matchmaking "works well," but rank doesn't mean much. What's the difference?
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@Godzilla said:
https://forum.deadbydaylight.com/en/discussion/comment/1268952#Comment_1268952
So you don't own or haven't played as Deathslinger?
Nope.
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@Godzilla said:
https://forum.deadbydaylight.com/en/discussion/comment/1268912#Comment_1268912
Comparing Freddy and Demo is a whole discussion unto itself.
Sorry for the comparisons but what does Slinger bring to the table that Huntress doesn't already and already does it better then him? Their mindgames are different, but that is always subjective based on the players at hand, not the raw capabilities of the killers
My point is, they're two completely different characters and comparing them is like comparing two other characters based off one feature of the character. Just like comparing Freddy and Demo because they both teleport, or Hag and Trapper because they both can place down traps. Whether or not the two characters are similar doesn't change the fact that they're nuanced enough to where you can't compare them as a 1-to-1, because they're simply different. Mister_xD already put it pretty well I think.
He can sneak up a lot on people, he can hit shots that Huntress couldn't, and vice versa, he can pull people into a less optimal position, he can apply deep wounds, he can send out a projectile without having to wind up... And these are all things that a person that doesn't even own Deathslinger can figure out. You can't just compare her to Deathslinger, because it's like comparing apples and oranges -- they're just two different things.
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The comparisons between Deathslinger and Huntress are becoming a little bit much for me... It's just watering the two characters down to compare them to each other.
I mean you might as well just start comparing Demogorgon and Freddy side by side because they can both teleport across the map so they're practically the same character, right? /s
Also, only an idiot or somebody that has 0 other options will ever run in a straight line toward a dropped pallet against a Huntress.
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What killers do you not have? What things interest you about a killer (strength, good perks, character design, etc.) ?
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I don't own Legion, I'm just here for the opinions too but I will say...
Thanks for the dank meme :)
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good clown game (no names).png
You were saying?
The devs themselves said the only thing that rank is indicative of is how much somebody plays.
And no, as the picture shown up above, this is not just coming from some rank one beating down on a lower rank player: Rank doesn't matter. You can put away the whole "it's only ever used to justify a red rank beating a green rank" act now.
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/1256026#Comment_1256026
They are saying being sick is like a Stridor you cant counter, which is true. Its not talking about the actual Stridor.
Thanks, I see now that I reread the comments. :P
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Rank doesn't mean anything in DbD, if that's what you're getting at.
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I wouldn't have thought it "irked" you solely off the original post, but when it followed with the old "I'm not mad you're mad!" it kind of made me change my mind a little.
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Yeah. Every killer in the game that's licensed is very weak. That's our definitive proof that the next one will be, purely off the license.
/s
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I don't use anything but the really cool ones. Like the tier 70 charm for this rift, the cube, I think it looks really cool so I'll be using it.
Or, if it's specific to a killer/survivor, I'll probably end up equipping them on the respective killer/survivor.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1265394#Comment_1265394
Konami is not a good company.
They would rather make Silent Hill Gambling machines than Silent Hill games. They're pathetic.
Oh, I guess I can understand then. I was trying to imagine what it could be about the game/characters, but if the reason is the company I guess it makes a lot more sense.
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To be honest I don't know a ton about the SH games, or what that first person's comment is supposed to mean, but I at least can agree that the atmosphere of that franchise might work in DbD.
At the very least this post was a nice refresher from all the FNaF and Chucky suggestions.
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Yeah, I really hate it too. At the very least I wish they would just make it just go through with an attack, because there's times I'll just mean to attack somebody at a window, and it will go for the grab animation and just stop midway through.
In that situation I don't even get a hit because the grabs don't work.
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@TheOptimiser said:
As a main survivor it's as easy as it was before. No difference, gen rush and loop killers to infinity and beyond!
As a rank 10-8 killer I am gen rushed at the same pace as before. NOED is mandatory and be happy if you get 2 kills and a black pip(cause this is the dev's purpose, to black pip as a killer), cause in every God dang match you get at least 1-3 survivors who are rank 1 and demolish you!
How to waste 2-3 months for an update like this and the only beneficial thing are the nerfs to the windows on the Ironworks of Misery and Rancid Abbatoir maps, that's it. 2 months to add 2 vaults next to them windows...Talk about waste of time and proper management...
When will we get a proper matchmaking? A matchmaking that won't put me with players further than 3 ranks away from me? A matchmaking that can actually feel like you're playing with people around you. In 10 years of hardcore gaming I've never encountered a more disastruous matchmaking than the one in this game. It's a joke!
When we will get a proper update to make killers actually look like killers and not just a bunch of toys you're toying around with?
Oh yeah, never! But hey, we will still play this freakin' game cause we're addicted to it and spend money on DLC's and new skins and whatever. I really hope a serious assymetrical game contender comes around. I am stuck to a game where I'm enjoying half the content, and not the one I'd like to enjoy. I'd like to enjoy playing as a killer, having matches where you could sweat for your win and matches that would take 10-15 minutes and actually feel rewarding for both sides. What I get is 5 minute matches of extreme bullying. And on the opposite site, 5 minute matches as survivor where I bully killers to the point I really feel sorry for them and I feel ashamed for hurting them in such a state...
No, NOED is not mandatory. I don't use it and I "win" all the time.
I'd be willing to take the post more seriously if it wasn't complaining about rank. I hate to sound like I'm replying just to disregard what you say, but rank really has nothing to do with skill in this game. Trying to say that you'd do better if players were within 3 ranks of you is just simply not true. Even if you were to get red rank/rank 1 players, they still could be just as easy as facing rank 15s. You never really know what kind of players you're going to get in your game, no matter what their rank is.
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I'm not just trying to say you're wrong or anything, but you make a lot of assertions without really explaining a lot of them too much. Would be interested to see exactly why you feel the way you do on certain things.
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All I'm going to say is I just played a game yesterday against a Huntress lob a low-charge hatchet over my head. There's no debate about it, it was clearly (about half a body's worth of height) over my head, yet it still connected and damaged me.
Now, I'm not saying that the devs are wrong here, but I'd need some explaining to tell me how that was latency making that happen.
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Get off the generator right next to the hooked survivor and actually save them before they hit 2nd hook state.
Just had a game a little bit ago on Dead Dawg Saloon, where my team mate popped the killer's Haunted Ground's right as another one of my team mates ran the killer right over to me, and I ended up getting hooked in the basement (which was at the saloon this time.) First hook. This Kate is working on the generator just up on the top floor at the saloon, the whole time I'm in my first hook state, and she finishes it as I hit 2nd hook state, and THEN finally comes and runs down and saves me while I'm struggling.
It's already bad enough team mate 1 popped the instant kill while team mate 2 lead the killer right to me... Why do you now have to screw me over even more by robbing me of a hook state...
Not the first time I've seen somebody sit on a gen right next to a hooked survivor and just refuse to save them. At that point I don't know if that's trolling/reportable...
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Just here to say I notice it too. Thought it was just a visual bug or something, but it does seem odd.
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All I'm gonna say is, that might fix that one particular spot, but there's soooo many places somebody could get caught in a corner and bodyblocked all game. Adding a vault in that one spot might fix that one spot, but the problem will still persist.
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Both the Feng and Yui neon hairs are pretty gross looking, they kind of remind me a little bit of Karens.
I kind of think the Yui "outfit" (the clothing part of it) looks decent, and could probably be combined with one of her headpieces with her bandana on or something, but I don't imagine me ever using that disgusting neon head unless I'm purposely making an ugly outfit.
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TBH I've never really been a huge fan of DS in the first place, but just simply 5-10 seconds off wouldn't be a huge deal, I think even for the people who do like DS.
DS was given its 60 second timer and whether I liked using or going against pre-rework Ruin or not, the fact that people simply couldn't rush out some gens as fast made it seem a little more fair the way I looked at it, even if I never used the perk myself. It felt like the killer usually had a bit of breathing room, but since then it's sort of seemed like 60 seconds is just a tad bit much, with games flying by as quick as they do.
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I'm surprised nobody's mentioned Tofu. I know he plays a lot of stuff kind of like Monto, but I'm pretty sure Tofu is a self-proclaimed Billy main.
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It shocks me how many people ask why this community is so toxic. I've seen people ask the same question in a lot of different groups. It's not exclusive, it's a humans problem.
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I got a pretty nice youtube vid that could answer your question, but I'm not sure about the posting rules with that kind of thing. I usually don't post anything but text.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1262341#Comment_1262341
Have you read the perk?
https://us.v-cdn.net/6030815/uploads/339/QSAK19C0C9DE.png
For 60 seconds, yes. The survivor is intended to be more bold. And the idea that it is immunity or god mode is bullshit. It's a 5 second stun, if they hit their skill check, and then they are completely murderable again.
I said it's essentially immunity. There's some things you can do about it but they're far and few in between, especially when people run additional perks like Unbreakable to cover more weaknesses. I don't know if you just don't play high rank killer or something, but even I, as a highish rank killer (purple, sometimes red, not yet rank 1) have games that end extremely quickly. I'm not saying that I can never do anything to make it slow down, but there's several reasons I could just not be trying 100%. I could be playing for a daily ritual, playing a killer I haven't leveled up a lot, etc.
If you have to worry about every player running DS and count to 60, for each one, combined with the times it actually takes you to get somebody down with some killers, the time easily adds up beyond what some games will last.
Unless you want killers to just run a mori and extreme tunnel people to get them out of the game ASAP, every single game, then sure. You can have your 60 seconds of immunity. I personally wouldn't prefer that because I feel, as I'm pretty sure the developers feel, that special things like an ivory mori or a high tier addon should be treats for people to use once in a while, not a regular thing they bring in their loadouts. On top of that, I'm just personally not a fan of being 1 hook mori'd every single game. But as I said, unless you want stuff like that to be regular, then survivors can't just be "more bold" (essentially immune) for 60 seconds. Yeah, they're not literally invulnerable obviously, but unless you're playing against people who don't know what they're doing, the time it's going to take for the killer to consider multiple DS, along with any additional "second chance" perks a survivor might bring, and the chases they have to go through, the time really adds up.
And no, it's not "bullshit." People obviously don't mean they literally have god mode. What they mean when they say that, is it's a 5 second stun that practically guarantees that they're going to get away to a safe position, and therefore have wasted your time, whilst you're able to do nothing about it because you know that if you attempt to stop them they're just going to do it in your face anyway. If you think that's the idea of "working as intended," then I really have nothing more to say than that I don't have time to try to convince somebody with such a survivor sided mind.
I'm personally not a fan of the whole "us vs. them, killer vs. survivor" mentality, but it really feels like you don't have a lot of experience as killer if you think somebody being able to just do whatever they want for 60 seconds is "working as intended."
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1262352#Comment_1262352
No no, he said "gg piece of sh*t"
This is accurate. I witnessed this and I laughed my butt off.
You just cannot please some people. I had this game I was just doing a Billy daily (I usually just fart around in the game during my daily rituals, because I just wanna do the objective and get it over with.) I played it just like normally but I just didn't death hook anybody, and I hooked everybody at least once, despite being admittedly pretty bad at Billy.
Then in the end game chat, there was 3 people who typed who I'll call S (Steve), C (Claudette), and then myself. It went a little something like this:
Me and S: GG
C: i hate these boring farming killers
Me and S: uhh.. what?
C: I just want a normal game and I have to play against these stupid farming killers
Me: How much more normal do you want it? I literally played exactly how I would play any other killer game except I just didn't take anybody out of the game... I still chased around and everything...
S: dang sometimes killers just cannot be anything but the bad guy
I appreciated that Steve's understanding. You honestly sometimes just can't please everybody.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1262307#Comment_1262307
There isn't anything wrong with the way it works. It works as intended.
So survivors are just intended to run up and do things right in front of the killer and be essentially immune?
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I disagree that the idea that it was "purely to stop tunneling" came from the community. I think most people in this community know that people will get tunneled because they used DS. It's more of a "tunnel me!" kind of perk.
Joking, joking...
Seriously though, whether it's designed "purely to stop tunneling" or not, the devs clearly gave it conditions that activate to protect somebody from being tunneled. Sure, it's not purely to combat tunneling, but I still believe that's one of the goals they had when they designed it. There would be no other reason to give it such specific conditions. If it isn't the intention to at least make it partially about countering tunneling, then I feel like the design team just simply screwed the pooch on this one. The perk clearly has problems regardless of its intended use being to counter tunneling or not.
To try to make it all about semantics and "is it X kind of perk or Y kind of perk?" is just to ignore the actual concerns of people who dislike the perk.
Please don't try to twist me saying this into "I hate DS, it's still only meant for anti-tunnel." I don't care what you call it, just don't act like nothing is wrong with the way it works. We don't need 4 similar posts all talking about what to call the perk, something that doesn't even really concern the game's health.
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@DelsKibara said:
Honestly, has it gotten so bad that your opponents now aren't willing to just simply say "GG" if you win? Like do they just immediately leave after you escape or after you kill them?
It's not even the "GG EZ" crowd that honestly needs a better hobby than being a horrible person, just that everyone seems to no longer have the courtesy to say gg at the end of the game.
Not trying to call you out, I'm just curious what your standards for saying "GG" are. Just when the game finishes, you always say it?
I personally don't always say GG, because I feel like it waters down the meaning. If it was just a normal game I usually just want to move on to the next one and just leave to go to my next match, and don't even bother saying GG. I don't find it to be particularly rude or mean, to just not say GG at the end. For me personally though, I'll bother saying GG if it ends up being a genuine good game (lots of close moments, etc.) or simply just both sides had a fair chance, and one side just did better than the other. I just personally don't enjoy the thought of always saying GG even if something wasn't a good game. As I said before, just because I feel like it makes it feel kind of meaningless to say after a while.
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I wouldn't say it's very likely. If you do happen to press it, you have to even hold down the button for a few seconds (kind of like when you buy one of the things on the bloodweb) and it still has a prompt even after that asking you if you're sure you want to prestige.
It wouldn't be completely impossible, but I think there's plenty of room to be careful about it.
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@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1261030#Comment_1261030
how do you struggle against deathslinger tho? you have to press A and D i didn't know lmao
Ya you can struggle against him, by holding to one side or the other (which also fills up the break meter faster I believe).
IDK exactly how they do it, probably by walking backwards while they reel, but you practically have no control of side to side. Even if something is practically right next to you he can just pull you right past it.
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@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1262004#Comment_1262004
The devs said it has a anti tunneling aspect and that's a quote from Horvath
BUT that doesn't mean that it should strictly only be a anti tunnel it has some other aspects, and is where 99% of the complaints come from, they should just adapt and accept the fact that DS isn't only a anti tunnel.
And they probably only added that condition so DS isn't active the whole entire game and added a timer so people can counter it by slugging, that's all, is this a anti tunnel counter? yes but the timer already speaks up the volume that it isn't only mean to be a anti tunnel.
The only change it needs is deactivate in lockers
I never said it was "strictly" anti tunnel. I said earlier it was "anti tunneling" (in quotation marks for a reason) because I didn't feel like typing out all of "it's meant to be used defensively but has much more uses outside of that.
My complaints that I've expressed mostly come from the fact that it's supposed to be relatively defensive, yet survivors will stack it in groups and use it to play like the killer doesn't exist. They do gens in your face, unhook in your face, literally just let themselves get downed, just because they have a timer that says you can't hook them.
I agree that it doesn't need a ton of changes, but as I said in my first comment on this post, I don't hate the perk myself. I do get annoyed with it sometimes, but my opinion is just that it simply is abused too much. Like you suggested, even deactivating in lockers would help. Or putting the timer to 45 seconds. Anything to make people feel like they can't just run around and be immune practically after they get hooked. As long as it isn't just the go to perk for bullying killers.
As for the point about the timer, I just simply disagree that it "speaks up the volume that it isn't only mean to be a anti tunnel." Not that you're just outright wrong, but they way I look at it, it's just an overlook in the design. I still feel like it's pushed more toward being defensive, but it almost doesn't matter because 60 seconds is a long time when you think of how fast a game can go by, especially when survivors are bringing items and whatnot.
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I'm not trying to condone toxicity, but that's just how people are. It's not a DbD problem, it's a humanity problem.
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Probably just repeating points that were already made, but that means they would have to make a prestige for every single cosmetic that exists at this point, and also make one for all future ones. On top of that, I'm pretty sure they would have to hash things out with the license holders for certain things (like the Scoops Ahoy Steve outfit named above.)
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@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1261967#Comment_1261967
This isn't a strawman you said:
"It's activated when somebody gets off a hook for a certain duration. Tell me what other things those conditions are there for"
But yeah sure..
And that's the quote from the Design thread they did.
They said they wanted to keep old DS essence and what I dunno, was old DS essence a anti tunnel? NO.
It has some anti tunnel aspects but that doesn't mean it is only strictly a anti tunnel perk, it is something more than that.
It is a strawman because you're not actually addressing any of the points I made about DS. I didn't say "Tell me what other things those conditions are for" for you to name other perks. I was asking you why they would add conditions specifically like getting off the hook and it lasting for 60 seconds. You instead made up a random statement that had nothing to do with what I was saying. By definition ("an intentionally misrepresented proposition that is set up because it is easier to defeat than an opponent's real argument") it is a strawman. That's why I don't bother even answering it. It's not relevant.
Once again, you'd rather try to say something completely unrelated to what I say like "so breakdown is an anti tunnel perk?" instead of addressing any of the points I brought up against DS and why I see it as being designed for "anti tunneling."
Whether you think it is or not is irrelevant. They added conditions that are geared toward not being tunneled, so whether you agree or not, they did design it more toward being anti tunnel now than it was before. Did they want to keep it's core identity? I guess so. That doesn't really change the reality that they did make it more geared toward being defensive.
Just to nudge you back on the right track, I'll refer back to what I said earlier: you yourself quoted from that post "while retaining the core concept of providing a second chance at survival for those who successfully use it." Second chance, implying they were being targeted before, and the use is to get away. Sounds like it's sort of meant to get away from tunneling if you ask me.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1261951#Comment_1261951
My teammate: "Yo, you're being chased and headed for that pallet? Lemme drop it real fast and stand on this side of it. No need to thank me, buddy. Catch ya on the flip!"
Precisely. :'(
Too relatable.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1261937#Comment_1261937
It has use outside of tunneling, therefore it is not strictly an anti-tunnel perk nor was it meant to be by design. Simply put, you can not argue design intentions by effect whilst arguing improper effect compared to design intentions!
But I can argue the intentions, because it seems pretty obvious what they were doing with it, and why they added the conditions they did. It's geared more toward anti tunneling than before, whether you like it or not. Even if they didn't outright say "it's an anti tunneling only perk."
Either way, the argument is that survivors shouldn't be using it because they feel like they're invulnerable for 60 seconds, which happens often. Perks shouldn't be allowing this sort of play. That's why, for example, when somebody tries to abuse me with BT, I don't let them. Like, if somebody tries to body block me right after being unhooked, and the unhooker is running away, I'm not stupid, and I know the person who just got unhooked has BT, so I'll just wait the 15 seconds and hit them. I do that because it sort of teaches people to use the damn BT perk how it's supposed to be used: to get the person who got unhooked to safety. When they feel like they want to sit in front of me for 15 seconds instead of running, that's when they're not using the perk right.
DS has unhooking conditions to be met, just like BT. The difference is, DS is practically like a 60 second long BT and you don't exactly know who has it. Survivors shouldn't be attacking the killer and acting immune -- that's not how this game is supposed to be played.
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@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1261937#Comment_1261937
So breakdown is a anti tunneling perk? kekw.
I'll just copy paste.
That DS have a anti tunnel aspect doesn't strictly make it a anti tunnel (which the community think it is) DS is something more than a anti tunnel perk
"For the new iteration of Decisive Strike, we have introduced certain conditions and outcomes for using the perk, while retaining the core concept of providing a second chance at survival for those who successfully use it."
" while retaining the core concept of providing a second chance at survival for those who successfully use it"
" Ultimately, most of these ideas were shelved as we felt that they did not retain the essence of the perk, nor did they provide an overall improvement to the current version."
https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike
This isn't a discussion about breakdown. I have no idea what that has to do with this. Nice strawman though.
They don't need to outright explicitly state something for people to put the pieces together. There's a reason they added conditions like they did to it.
You even quoted yourself "providing a *second chance* at survival for those who successfully use it."
Hmmm, almost as if, it's meant to get people away from being tunneled.
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That's actually kinda shocking. I've played the Temple recently and I actually kind of liked it, due to it being smaller and feeling more manageable. I didn't even notice anything that I got stuck on.
Just so I know for future reference, what areas do you get stuck on? I saw people say a "window" or "around the stairs," but there's a couple different stair sets.
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My main concern with solo is people practically killing you. I've gotten out of 3v1 games and stuff, so I'm not against trying to play even at a disadvantage, especially if it's a manageable killer like Legion that can actually be looped and I can try to waste his time.
Problem is, a lot of the time it feels worse than a 3v1. I feel like a lot of times I play solo I'm wondering what I can actually report people for. I know people shouldn't be punished for just being a gen jockey or whatever, but some people will literally just unhook you right in front of the killer without BTW or anything, or refuse to save you until you hit 2nd hook state even though they're sitting right next to you working on a generator while you're hooked. People just do things to me that practically kill me just as fast as the killer, and as I said, it just makes me think "how much of this stuff can I actually report them for?"
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@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1261791#Comment_1261791
And who said it is strictly supposed to be a anti tunnel perk?
It's clearly designed to be that way. It's activated when somebody gets off a hook for a certain duration. Tell me what other things those conditions are there for (and no I'm not talking about running up to a hook and unhooking right in the killer's face because you have DS active or something like that.)
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@Aztreonam78 said:
"You are loser" "xdd noob" "pathetic dumbass" "gg ez"
"Suck my dick" "boring" "what a team of noobs?"
"tunnelling tryhard" "stupid #########" "how do you live?"
I was indifferent to messages in chat like this, but something happened and I started to see such comments after almost every game. After every god damn game.
No tunneling, no camping, even no slugging, really nice games, but some individual always writes "nice NOED", "noob Huntress" or "######### camper". I like this game, really like, but this community... it drains me. So many hateful messages those people cannot leave no impact.
Developers, please, say you have any plan to reduce such toxicity, it becomes overwhelming and ruining the game expirience..
It's not new. This is why I just leave and don't type. IDK if it's necessarily that it's happening more often, but maybe you're just noticing it more.
It doesn't bug me either, but it's kind of demoralizing that the human race can be such morons.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1261780#Comment_1261780
Honestly, it's still fine in that situation. You're clearly running them over, and they're spending several perk slots just to stall you running them over a little.
It's when survivors use it to become essentially invulnerable for extended periods of time, abusing it accordingly. Rather than, "I have DS, leave me alone!" it becomes, "Haha, I have DS, let me block you, bait you, unhook people in your face with BT, and whatever else. Can't touch me!"
Normally even that would be fine, but when it's an organized group, it starts to feel like the killer is being neutered by all the various invulnerable effects. The level of disrespect they can show to the killer in those situations is just amazing.
I have the same problem with it that you mentioned. It's not that I think the perk itself is OP, but it's specifically meant to be "anti tunneling." For a perk that's supposed to be defensive in nature, it's too true what you said, about "It's when survivors use it to become essentially invulnerable for extended periods of time." As I mentioned in my last comment, when all 4 survivors run it, or at least when you expect all 4 are, you're needed to count to 60 for each of them and not miscount, and remember which ones you hooked last and everything, and by the time you try to account for all that time for each survivor hook, that time is greater than the amount that most games last.
To some people, it's as simple as "just slug," but any survivor with half a brain isn't going to just let you walk up and have your way with them, and they'll try to pull some tricks out their sleeve. For like 90% of people that I end up getting hit by DS from, it comes in the form of them seeing I'm coming, and sprinting immediately to the first locker they see. That, or they just pressure something like you said, because they know they're practically invulnerable.
I hate when people try to twist it around into "you just aren't good enough" or "you just can't play against it." It's not that. Just like some people think going against a certain killer or playstyle like facecamping is boring, I find that DS is just a scummy boring thing to do. At least in its current form. Use it for anti-tunnel, sure that's fine and all. But that's not the way it's designed now, and it's very clear by the way survivors act when they have it. You can practically tell a survivor has DS based solely on how they're acting in game most of the time.