Avatar

Karl_Childers

Karl_Childers

About

Username
Karl_Childers
Joined
Visits
2,877
Last Active

Comments

  • @AStupidMonkeyy said:

    I already posted something for Left Behind.

    Left Behind: If you're the only one alive at the end of the match and EndGame has started, you can do an animation for 15 seconds to open the hatch manually. It resets if the killer hits you just like a totem. Its fair, balanced, and risking a perk.

    Completely agree, I did not see your post and was thinking the same thing. It makes a lot of sense.

  • @xmenfanatic said:

    Left Behind could make it so you open the hatch at the same time as the exit gate, but your aura shines for the killer to see when outside their terror radius.

    That would make it still useless. The killer will be gate patrolling, it’s a guarantee you will be outside the radius and they are going to see your aura before you have any chance at opening it.

  • @Mochan said:

    That's a little too strong. My suggestion is it gives you the opportunity to open a closed hatch by tugging on it, as if you were opening an exit gate, but it takes 40 seconds, so you don't have much margin for error to find it after the Killer closes it.

    Yikes 40 seconds?!? At most it should take 15, similar to a totem and the bar resets if you let it go. It’s not like a lot of people would be using the perk, but if it is used, you should have a pretty decent shot at getting out. 40 seconds is an eternity.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/511324#Comment_511324

    Generally you want to be at full health when taking a protection hit. That means you have to heal or be healed three times, or the equivalent of three health states. Mettle Of Man gives you one health state for free, so you "lose" two health states overall. That's awful, even if you coordinate to farm protection hits.

    Yeah it’s definitely trash even to SWF when you look at it that way. It doesn’t make any sense to give up 3 hits and possibly get hooked as a result, to get one free hit while injured only. It’s stupid, worthless perk

  • Dead perk for sure to solo players. SWF will be able to much better coordinate protection hits so it’s probably still usable to them. I think they should’ve kept it working when healthy though if it’s protection only.

  • @Name_Unavailable said:

    i really hope they add this to the game

    Me too, it’s unlikely they’ll ever slow the hook progression, so at the very least this seems like such a simple thing to add in. Like I said, the manner in which to get the points is already in place! Just flip it to give points as well.

  • @NuclearBurrito said:

    The mechanic exists! It's called gen rush. Do it.

    Yet if that camper gets NOED as a result, and the survivors complain, you guys will say they were lazy and should’ve cleansed the totems.

    This is why the biggest issue with NOED is the lack of a minimal requirement for the killer to even be able to get it. I know this isn’t a NOED thread, but when people say to just do gens it’s a viable counter argument. Don’t let campers get NOED then.

  • @NoShinyPony said:

    @Mochan @Karl_Childers

    Increasing the hook phase time is probably the easiest tool when a 2nd objective gets introduced. It's not complicated and easily adjustable. Campers would still barely get bloodpoints and Emblem points and only 1k if the survivors play smart.

    I think that can possibly work, I’d prefer an additional objective but that’s probably the easiest. They’d need to rework the struggle mechanic though as it would be unreasonable to expect people to mash a button longer than they have to now. I also feel the camped person on the hook should get distraction points or something, it would seem simple to use the same way they currently penalize killer emblem for camping and reverse it to give points to the survivor. This would keep people much more likely to not suicide on hook, and lessen the griefing aspect somewhat.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/496560#Comment_496560

    Any adjustments in the time it takes survivors do their objective, needs to have a similar adjustment in the time killers need to do theirs.

    Hook times should be lengthened to compensate, making camping a much more costly endeavor. Not only that, there should be something else as well. Something like a killer need sto get some "seasoning" to put on the survivor so that the entity will accept their sacrifice. Sacrifice doesnt' happen even if timer runs out if survivor doesn't get "seasoned". Killer needs to get hte seasoning froms omewhere, like the shack.

    Or one or the other... balance will need to be found, but it's not as simple as just adding extra survivor objectives. But the game definitely needs to evolve. They showed they were willing to do so with the EGC, it's time to shake it up even further and take the game in the direction it needs to go.

    Yeah I’m thinking along the same lines as you. I’m not sure what, I like your general idea of the seasoning, just something additional for killer to do so camping isn’t buffed like it would be if you just add to survivor. I’ve always believed something should be added to both sides.

  • @NoShinyPony said:

    @Karl_Childers Camping gives a low amount of bloodpoints and also leads to bad Emblems. So why do killers camp in most cases? Because they don't have enough time and not camping would equal to giving the survivor a free escape and leave them with 0k.

    A second objective for survivors (it doesn't have to be my suggestion) will be good for the health of the game. If killers aren't under that insane time pressure anymore, they will go for more chases. More bloodpoints, more Emblem points, more fun for them.

    Totally disagree. Outside of gens being completed, most people who camp do so because it’s just the way they want to play (thinking it’s easier probably), to grief, or they just aren’t any good. No way are these players going to stop just because they have more time, we can’t go by some honor system. “If we we give killers more time , people won’t camp anymore!”. We know that’s not true at all. There would have to be actual hard measures to stop it, otherwise people would just take the path to least resistance. Bloodpoints and emblems is not an acceptable counter argument if a killer can win the game by default whenever he wants by camping. That would be absolute crap and wreck the game. Both sides would have to be addressed

  • I’ll bring up the elephant in the room. What would be done with regards to camping? The time spent by survivors going around to collect 2 gas cans for each gen is going to play right into anyone who decides to camps favor. That is a fact, as the survivors can no longer rush gens against them. Their punishment is significantly lessened. Let’s say killer gets a hook fairly quickly and camps. Unless it’s a full swf, at least one person is going to go to the hook, at least initially for a good chunk of time. That leaves 2 survivors collecting gas and then repairing. At BEST, 2 gens might get done (if there’s ruin it might even be 1). So now we are 3 survs/ 3 gens left and they still have to collect gas. Safe to say where this game is probably headed. This can not happen. Just saying they’ll lose emblem points for camping isn’t nearly enough.

    Also, I’m interested to see the next set of stats released that include EGC. Given that the 1 v 1 is very killer sided I am curious to see how much all these 3 Ks now turned 4Ks due to hatch closing effect the survival rate stats. It’s very possible things could be around 50% even at high rank, in which case if you add something like this, something would need to be added to killer as well. I’m not opposed to an additional objective for survivor, as long as things are balanced and the camping is dealt with.

  • You are clearly a camper, change your play style to one that requires skill if you don’t like it. What you are describing doesn’t even give you a penalty, so it’s pretty obvious you aren’t being truthful when you see “I’m not a camper”. Sounds to me like you are just annoyed that these perks are allowing them to escape from your camps.

  • @C3Tooth said:

    Simple, "Left behind" become an alt version of key

    1 Requirement: Only one survivor in the trial. When requirement meet, player can open the Hatch to escape.

    If there are 2 survivors left with 3 gen repaired and the Hatch spawn. This perk is still not active. At this situation, Left behind player will likely to try make the other one dies, so he can use the perk to escape.

    This for sure. I also believe Left behind should allow the survivor to open a closed by killer hatch without a key. Not an instant open, it should take however many seconds with a meter like the gates. It resets to nothing though if you let go, like cleansing a totem. Maybe 10-15 seconds long or something. It would at least give the killer something else to think about besides easily going from gate to gate. The killer already has a significant advantage in finding the hatch first, so it is absolutely not unfair if a survivor actually brings this perk and escapes.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/487534#Comment_487534

    Only it's not useless for solo. Also SWF isn't as much of a problem as people think. You can play around team bodyblocking, and if you're truly worried about it you can run Mad Grit to punish it. The survivors have to waste time healing each time they get hit bodyblocking so it's not like all this is happening simultaneously to 3 gens being worked on. It's really not as bad as you make it out to be.

    No no, I think you are misinterpreting what I mean. I am not speaking from a killer perspective on how to play against it whatsoever. What I am saying is that as a survivor player, it would be significantly easier to get your 3 protection hits playing in communication with friends than it will be playing solo. So the rework idea favors SWF players over solo, which I find kinda dumb as solo players are the ones more in need of a good perk. That’s what I mean. It’s basically saying hey here’s this potentially good perk, but if you play solo it’s probably never worth bringing

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/487353#Comment_487353

    This is true. If you wanted, you could get one stack each time someone gets downed. If all four survivors are running MoM, that could make it really difficult for the killer to get a hook while also building up MoM stacks.

    @Peanits It sounds to me like the rework idea is going to be much easier to pull off if you play SWF though, doesn’t it? It seems that what’s happening is we will be remedying the issue of MoM in how it’s strong against weaker killers, but now putting a survivor version spin on it. Now the perk will only be useful if you play 3-4 man SWF, who are the players who don’t really need it, and those that do need it (solo players) won’t be able to run it. As a solo player, I can’t see myself ever using it. Three protection hits is just too much, especially considering you’d probably have to take Empathy as well to have any shot. Just not worth it from the sound of it, but I guess we’ll see.

  • As killer, you already have a distinct advantage in being able to find the hatch first in any 1v1, and it’s essentially game over once that happens. To complain about a survivor escaping in the rare game with 4 or 5 gens left is pretty silly, as you are certainly coming out ahead since hatch closing was added.

  • @CubeyBlueDice said:

    https://forum.deadbydaylight.com/en/discussion/comment/485513#Comment_485513

    You would still be able to gen rush a camper with two survivors on a generator while one does totems. Let’s be honest, most of us when we play survivor use voice chat when they play (I do most of the time when I play solo, since it’s easy Xbox at least) so you could just easily say what your doing. If not, basically no one goes for totems unless they see them, so someone could check for totems nearby before working on a generator. However if multiple people go for totems then “oopsie.”

    Yeah one survivor is looking for totems and it can be time wasting, but it’s better to be safe than sorry. It sucks that one person died to bull crap so it’s best not to die to more bull crap. Using a map or perks like Small Game and Detectives Hunch makes totem breaking very easily. Since nobody uses these things, totems go unbroken and NOED comes into play.

    When we play survivor we always worry about escaping so we get the generators done, it’s a reasonable thing to think don’t get me wrong, but then we ignore the thing that can possibly kill us. Totems suck because they can kill us because of NOED BECAUSE we ignore them until we see them or it’s too late.

    I’ve never once used voice chat and play solo. I don’t think the “most people play with voice chat” is accurate at all , in fact the stats show the majority play solo. Not once has the thought crossed my mind to join a party on PS4 with other random survivors , and I know I am definitely not in the minority in that. So I don’t agree with the coordination point you are making, with one person telling the others they will do totems as it’s not logical in most games.

    I just don’t see the issue at all with there being a minimal requirement to “earn” NOED. I’m talking something fairly small, but enough to prevent an idiot who stands at 1 or 2 hooks most of the game from getting it. And like I said, even killers are the ones saying just do gens. So they are wrong then.

  • @CubeyBlueDice said:

    https://forum.deadbydaylight.com/en/discussion/comment/485435#Comment_485435

    Well if the killer is camping that should give you time to break totems. Have one person (or better yet be the person) to break the totems while others work on generators.

    Totems can be hard to find but they aren’t that hard to break. Killers don’t ever guard dull totems (unless you happen to be breaking one when they are near) so they are free for the breaking.

    if you think about it, NOED is kinda like a punishment for gen rushing. If you just focus on generators, your ignoring a small thing that could possibly kill you in the end (which everyone does hence why it happens).

    Every second not spent on gens is a win for the camper, that’s a fact. So if you are on a hook and being facecamped, you’d be perfectly fine with people doing dulls and not punishing the killer with gens? I just don’t believe that at all. You’d be screaming “do gens you idiots!” like the rest of us.

    And if survivors are actually supposed to do dulls against a camping killer, can 99% of killer mains please quit with the “just do gens” comment any time survivors complain about camping? Cause clearly that advice is garbage then, as those same people will accuse the survivors of being lazy if they then complain about NOED.

    The punishment for “genrushing” should not exist if the counter to camping is literally genrushing them.

  • The only issue I have with NOED is having no requirement at all to earn the perk. For example, do people really think a camper should get the benefits of NOED? The counter to camping is doing gens, it is completely unreasonable to expect survivors to spend time searching for and cleansing dulls while the killer is standing in front of a hook. That’s stupid, and anyone who believes that is very biased. So if the survivors are forced to not do the counter to NOED and bang out gens, why should that killer get it? There needs to be a minimal hook requirement or something to achieve it.

  • I think that generators are a problem since the game came out, same mechanics, that many will seem "fun" after 3 years, only holding the M1 ....

    Odd that you claim hardly any games last longer than 5-8 minutes in high rank, yet the AVERAGE game length for all ranks 1-5 is above 11 minutes.

  • @Frugl1 said:

    You dont balance by nerfing equally. Survivors are getting nerfs because they were, and still are by a pretty large margin too powerful at high ranks, when played by people with half a brain(Sadly a large part of the community do not fit under this demographic).

    Keep in mind that there is an 80% escape rate at rank 1.

    @Frugl1lol peanits explained why the 80% escape rate isn’t even remotely close to accurate and that it’s actually more like half that. Data was taken based off end game screen rank

  • @SlinkyJinky said:

    But Bloody Party Streamers gives a 100% xp boost for EVERYONE in match no matter which side provides it.

    It’s stupid but definitely a thing. Some killers who are salty will absolutely DC when BPS are played just to stick it to survivors. They don’t care that it makes no sense.

  • @Tzeentchling9 said:

    Literally the only way this is a good thing is if DS gets changed back to 3 seconds IN THE EXACT SAME PATCH as this change.

    My money is on 6 months of "observing" DS in a world where Enduring doesn't affect it though

    4? Sure. 3? NO. The stun time should’ve never been lowered to begin with, the rework of it being a situational tunneling counter was enough of a nerf. I don’t get why people are arguing for a change back to 3 sec, when it was only 3 for such a short amount of time. 4 seconds is what it was for a long time, and with the tunneling change it’s perfectly reasonable to move it back to that, but no less.

  • I think 4 is fair, definitely no to 3. The perk was reworked (nerfed) to be a tunneling counter, the stun should’ve never been lowered from 4 to 3 in the first place after making the perk situational. Now that Enduring doesn’t effect it, simply revert it from 5 back to what it was before and there shouldn’t be any complaining about it.

  • @Condorloco_26 said:

    LOL

    Reworked collision in the basement stairs so killers can't block it to secure a kill.

    But didn't touch collision in the rest of the game so killers can continue getting looped to oblivion, and blocked while carrying survivors.

    Not the same thing at all. Yeah, it really makes a lot of sense that at any point in the game after getting a basement hook, a trash killer could wait in the distance for a rescuer to come and then go back to block the stairs for a guaranteed 2K. Anyone who thinks that should be an option for the killer and a valid strategy is nuts and very entitled. Sorry if you were hoping you could exploit EGC for cheap kills.

  • Id first like to see statistics released, excluding games with DCs, that shows throughout ranks that killer is averaging less than 2K per game. If that’s the case, we can talk about slowing survivors down only. Otherwise, to extend games things need to happen for BOTH sides. I don’t see why generator repair should be slowed down but tunneling (aka “kill-rushing”) should be left as is. Also, with anything involving the slowing of gens, we have to have hard measures against camping. Campers should never be buffed, which would be the case if killer remains untouched but gens are slowed. That’s common sense. Chaser penalty doesn’t cut it, hook progression should slow to a crawl also if the killer is standing in whatever proximity of the hook and not in chase. This would compensate for it taking longer to repair gens. That’s only fair.

  • Lol an edited clip to complain about gen rushing....now I’ve seen everything!

  • I’d love to see the survival rate broken down in games featuring each of the following:

    • all 4 solo
    • 2 solo/2 SWF
    • 1 solo/ 3 SWF
    • 4 man SWF

    Also an overall number for everything combined. Preferably if possible, any game that contained a DC would not be used at all, since that was the big counter argument the last time survival stats were released.

  • Stuff like this thread is a perfect example why this forum gets mocked as being extremely killer sided BS. So let’s say someone gets hooked in the basement with multiple gens left, not even the EGC. Someone goes to make a save and the killer returns to block the stairs, bringing the game to a standstill to ensure their 2 kills. On what planet is this quality gameplay?!

  • @Andreyu44 said:

    The end game is the same except now it has a timer.

    Stop being dramatic

    It’s not though if the killer can begin collapse whenever they please. Let’s imagine this very real scenario:

    Ruin gets cleansed pretty early and the killer is angry about it. They decide they don’t even want to play it out and go open a gate. If NOED is left as is, this baby gets the perk activated automatically. Now he could easily end up with at least one kill that he didn’t deserve whatsoever (not to mention he could even have bloodwarden). No way should NOED proc in this type of scenario.

  • Will remaining survivors be compensated in emblems and bloodpoints if the killer chooses to open the gate before gens are completed?

    It is unfair that survivors can be robbed of potential points and probably depip cause the killer decided to end the game early. I’m assuming this can happen based off the video of collapse starting with 4 gens left and 4 alive survivors. I feel this will get abused by salty killers and really don’t understand at all why the killer should be allowed to end the game before the gens are done.

  • Am I correct that the killer can end the game before the gens are even done? This part to me is very stupid. So two gens get done, killer just says screw this and opens the gate to start the collapse. They get NOED (so much for “just cleanse the totems” if the survivors don’t even have the opportunity to lol). Now the survivors get nothing for points even if they escape and probably depip. The game was a waste of time. I don’t get it. What purpose is there for this? It makes perfect sense after the gens are done, but not before.

  • Interesting. It should definitely be 2 hits like you have it and I like the change too where now it’s just any dying state hit, so it now includes one shots when healthy as well. This seems like a very fair change.

  • And the killer being bad (new at Nurse) had nothing to do with it, correct? Instead it’s evidence of genrushing SWF?! Lol come on

  • @Orion said:

    @Theluckyboi @Aven_Fallen So your argument is that unless something happens every single match, it's not a problem that needs fixing?

    What exactly does this video prove needs fixing?

  • @Keene_Kills said:

    I think folks are missing the fact that it is able to happen at ALL in any game, period. That's the problem... that it's possible.

    In that case, if someone posted a clip of a killer quickly slugging everyone for a 5 gen/4K, would you say it’s a problem that it’s possible? I’m sure you wouldn’t. You would just say the survivors were terrible and it proves nothing, same thing here. It was nothing more than a baby nurse who struggled mightily.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/409751#Comment_409751

    No no no no no.

    These kinds of systems will always have the same flaws in that they don't allow for strategies that aren't specifically accounted for.

    The reason why a simple "did you escape?" Question works is because by definition good strategies will increase those odds and bad strategies don't.

    If it turns out that urban evasioning around the map is a good strategy then guess what? It should be rewarded accordingly. It doesn't matter if it helps the team or not because contrary to popular belief DEAD BY DAYLIGHT IS NOT A TEAM GAME. You save the other survivors because it benefits you.

    If a powerful strategy being powerful (such as the hatch) is a problem then all that means is that the Hatch should be nerfed, removed or reworked (preferably all 3) but the point of a ranking system is to track good and successful play and NOT to encourage specific playstyles, that's what balance and mechanics are for.

    Who in their right mind would ever play solo survivor if it were like this though? If your hooks is the only thing that determines your fate, you are not going to risk depipping over and over because of random teammates. It just doesn’t make any sense to me. As it stands now even if you have potato teammates you can still pip or at least safety. Now you’re telling me if that person dies they depip, end of story. Nobody would like this on the survivor side.

  • I can see something this working on the killer side, but for survivor I think it’s horrible. It’s not as simple as basing everything off hooks. A guy doing nothing but hiding and jumping through the hatch being able to double pip shows how extremely flawed the concept is.

    How it should work for survivor, is that you begin the game with however many tokens. If you escape with this same amount, you do NOT pip. You gain additional tokens by repairing gens, for safe unhooks, and for every x amount of time in chase. You lose tokens for being hooked and for unsafe unhooks. However many you end with determines your fate. What the range of tokens should be for depipping, nothing, pipping, and double pipping I’m not sure. Have to put more thought into it. But what I do know for sure, is that on the survivor side it is not as simple as living or dying.

  • So if a survivor dies on hook, this means they will depip, correct? I really don’t think it should be that cut and dry. So imagine the end game, I’ve played a strong game up to this point. Another survivor is hooked and is being camped. I go for the rescue attempt, free him, by I end up going down. I end up not getting saved and die on the hook. I depip? Meanwhile, someone could essentially do nothing all game but urban evade around, never get hooked....and double pip with an escape?If this is correct, I’m very much against it. Nobody would ever play solo if a hook death means you depip.

  • @DwightsLifeMatters said:

    https://forum.deadbydaylight.com/en/discussion/comment/407447#Comment_407447

    Such a stupid statement.

    1. He never said HOW he's going to derank. Maybe he's just playing meme builds and let's everyone escape at the end.

    2. Even if he would DC to derank: He plays Killers, he wouldn't harm anyone DCing as killer.

    So what's your point?

    Wait, what?! DCing as killer doesn’t harm anyone? So it’s ok for killers to DC, but not survivors?

  • @not_Queef said:

    For the record, he plays the full game and then DCs at the end, so nobody loses pips or points as a result of the DC. It is not comparable with the deranking tactics of other lesser streamers.

    Lol a certain Fog Whisperer, which all we know, does this exact same thing DCing in the gate and gets blasted for it. Why shouldn’t Tru3 get the same treatment? That’s hypocritical.

  • @CornChip said:

    https://forum.deadbydaylight.com/en/discussion/comment/407033#Comment_407033

    Thats the point though. They have put in the time, practiced, and have obtained the skills to be epic on every killer. They have shown that all killers are viable.. Its only the players skill that is the downfall

    I know, I was being sarcastic.

    ”it’s impossible to play with someone like Trapper at high rank!” Meanwhile the streamer EntityLeftHand plays nothing but Trapper at rank 1.

  • Im aware of the anti camp perks. You suggested something that literally buffs campers for no reason though. Nothing should ever decrease hook timer (other than escape attempts obviously). Also if I’m not mistaken, it seems if anyone brings DS a random person starts out as the obsession. So unless that person is psychic, they don’t have DS and Deliverance.

  • @CornChip said:

    https://forum.deadbydaylight.com/en/discussion/comment/407015#Comment_407015

    Then how come some of the great killer mains like Zubat 4K almost every game?

    You didn’t get the memo. It’s “unfair” to compare everyone else to people like Scott and Zubat, because they’ve dedicated their lives to playing killer. /s

  • @MegChicken said:

    https://forum.deadbydaylight.com/en/discussion/comment/406986#Comment_406986

    Killers can’t play smarter with survivors just focusing on gens and not doing anything else, dumbass.

    It’s also the killers job to provide them with something else to do though (injuring and hooking for healing and saves). I’ve seen killers complain when survivors don’t loot chests, which is the stupidest thing ever. If the killer sucks, what else are survivors supposed to do? If there was more of a bonus and a counter for totems, more people would do them.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/406952#Comment_406952

    No, you take 3 body block or protection hits to activate it, then you get a free hit. Those kinds of hits are harder to come by and more risky, plus it applies equally to all killers.

    Sorry this might be a double post as my reply seems to have disappeared after editing, but I understand what you are saying. I was questioning what blueberry meant in their reply.

  • Im sure Dying Light users would appreciate the shortened timer, less camp time. Also people who bring an anti tunnel perk into the game would get that great reward as well!

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/406784#Comment_406784

    @thesuicidefox

    Would it be cool to have the obsession always suffer a decreased hook timer? Or have them be more noticeable to the killer such as that glow effect when you sponge a hit?

    So now we are buffing campers? No.

  • @thesuicidefox said:

    I think there needs to be some change to the obsession mechanic. There should be some punishment for it on survivor side.

    You mean like a perk that allows you to one shot and mori the obsession? 🤔

  • @Blueberry said:

    Or it only activates when you would body block. Aka when you would've received a WGLF stack from body blocking essentially. A body block perk I can get behind but ANOTHER chase extender I cannot.

    do you mean you get the stacks like you do now, but all you gain is a “free” bodyblock? If so, that would be an absolute garbage perk. Not a single person would run that.

1 … 9 10 11 12