IceCreamPrincess
IceCreamPrincess
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While i agree with alot of people about hags basement game, but alot of people are sleeping on the Doctor. Hes a like bubba in the regard that a single survivor literally cannot take someone off of a hook of the doc is face camping it, since he can enter treatment and instagrab people.
Coupled with potential early warnings that people are coming with the screaming, as well as if a survivor hangs around it they get madder, hes got some decent game (albeit its still lame af to do it)
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The map offerings are not tickets to enter a specific map, all it does is greatly increase your chances of going there. All survivors and the killer can offer different map offerings at once, and it can still theoretically be possible that none of those maps get picked
Its just bad luck
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Well, that perk idea is very similar to what the devs tried just base, and that was abused hard by survivors. As it would be, the killer cannot in any way protect his hooked target, and just have to give up and give a free unhook.
Furthermore, if the killer was to attempt to protect his hooked target, survivors can just run him around the area around the hook endlessly.
Final also, 32m is extremely long range for a perk like that, putting a survivor on a central hook basically means they simply can get away from the hook.
I however really like your idea of a perk that stuns the killer if they're in range after an unhook
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I think that if there is a killer camping you with 0 chance of you escaping, there should be at least some incentive for you to stick around in a match, besides "the satisfaction of watching the killer do nothing" or "the killer will lose anyways".
I could imagine nothing more boring in game than just dangling in front of a killer for 2 minutes, and even if the killer depips and the other survivors can crank out all the gens, the one on the hook still gets nothing from it. They likely depip, and get very few blood points, so i dont see a harm in adding a bp event for "distracting" a killer on hook
And the argument that borrowed time and decisive strike, while valid, ultimately isn't enough to stop a killer determined to kill that one specific person (as well as that it means the survivors on hook aren't on the generators)
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Since the movement speed it provides isn't enough to make her 115% like other killers (only 112.5% if i remember right) and it makes you lose your ability to teleport, its not a very good add-on. But if you still wish to use it, either pair it with the add-ons that increase the trigger radius, increase the speed of placing the traps, or with that one add-on that gives your phantasms collision
But all in all, it only makes you a worse trapper, so i do reccomend against using it
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Identity V, a game that is near-identical to Dead by Daylight in gameplay, uses a traditional ranking system where the winners rank up and the losers rank down. So this idea of "you can't apply the ranking rules of another game to DBD" is bogus.
Forgive my ignorance but i had never heard of Identity V. Assuming that its very similar to DbD then obviously it should be easy to implement a ranked system like theirs, but that still brings up the question, how do you classify winning in DbD
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Whilst i understand that the typical "blendette" that just sneaks around, never touching gens, never actually contributing to the match in any meaningful way, are an absolute chore to try and kill, and a huge liability (and that's to say the least) to have on your team, that wasn't what i meant with my last comment.
That was more aimed at the people who play like normal, maybe a bit more stealthy than others and just happened to not get hooked, either through good plays or just happenstance, they shouldn't be the target of any ire or ill will.
Also, theres no "you" in regards to me being a stealth player, since as i mentioned dont play survivor.
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I think where the issue lies with ranking in this game, is that you cants just apply the ranking rules of another game to it, due to its "unique" gameplay. As suggested previously it should be that the winner ranks up, then loser deranks, but there is no proper definition of winner in this game.
For example, lets say a survivor wins if they escape, which seems like an obvious conclusion, but its not as simple as that. Does that stealthy player, who never once touched a generator, unhooked/healed an ally and was never once seen by the killer, but escapes via the hatch deserve the win compared to the player that completed all 5 gens, unhooked half the team, ran the killer around for 10 minutes but caught a hatchet and died right after opening the gates?
What about the killers then, if the survivors goal is to just escape to win, then there goal is to just kill them to win, so then all we would have is all killers ignoring gens and using tools such as NoeD to ensure a few kills.
Most games with ranking systems are multiplayer games yes, but DbD doesn't reward ranks to the team, but the player. In any number of games, if the team wins but had to carry a dead weight player, that dead weight still ranks up with the team, but thats not the case with DbD. 3 people escape, but the 4th died early on after doing nothing, the 4th guy doesn't benefit from what the other 3 did.
As it currently stands, the ranking system takes account for your typical match of DbD, where its a back and forth where survivors get hooked, do gens, all typically get into a chase etc. And the emblem system takes all that into account, but in my opinion it is too strict in how it does it
Now, i never really play survivor (like maybe 2 of my 600hrs is survivor) but there have of course been those outlier matches where you absolutely dominate, as either side, and you get screwed over by the emblem system, either by the survivors just blitzing gens and escaping before the killer can even catch his breath, or where the killer gets a 4 man kill in a single chainsaw sprint, but those are just that, outliers.
In my opinion, i think that the emblem system does punish survivors too hard in some ways, say where one survivor runs the killer around for 5 gens, the other 3 are punished simply because they couldn't be a chase (and vice versa guy in the chase not getting gens), as well as altruism sometimes being actually impossible to do simply because people not getting hit (or giving up/dcing on first hook, but thats a different debate). I believe that less focus is put on bravery and survivng chases, as well as less being put on altruism too, and more for teamwork in general (working together on gens etc.)
The game is supposed to be balanced around 2 kills and 2 escapes, and that the average survivors should escape with 1 pip, or die with a safety pip. Doing well in a match shouldn't guarentee a 2 pip, since imo thats for going above and beyond, and is currently at a perfectly reasonable rate of attainment.
And finally, you should never have a go at survivors for escaping unbroken, and reducing there altruism score, since the entire point of the game is to not die.
tldr: winning isn't definitive, rank system flawed but passable, less focus on altruism/boldness, more on teamwork and survival
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@Awakey said:
Here's a few options to combat this:
- Take the few seconds to go over there and push them out.
- Run the plethora of endgame perks that are available to you.
- Play a top tier killer and prevent the endgame in the first place.
I understand theres lots of tools to combat this, but it was more a question of why survivors do it, not how to counter it. (Plus im an abysmal nurse so if anything playing her would guarantee a 4 man escape lol)