Karl_Childers
Karl_Childers
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- Karl_Childers
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That is what it should be. I’m unsure of the distance, maybe just making it 24m would work.
I think I first saw this suggested by ScottJund a while back, I’ve always been a fan of this idea ever since.
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@The_Second_Coming said:
So here's my more fleshed out DS rework idea:
Decisive Strike stuns the killer for a duration of 3 to 5 seconds (could even leave it at 5, because this will actually punish TRUE tunnelers)
- The effect lasts 20 seconds instead of 60.
- Decisive Strike does not proc if you are grabbed out of a locker, or off a trap.
- The timer freezes if you are in dying state, so killers can't slug you and wait it out. Do NOT attach it to chase mechanics, otherwise stealth killers will negate it. This does not apply if what downed you was a protection hit.
- If you unhook another survivor or stun the killer while Decisive Strike is still in effect, it is revoked.
It's up for debate, but I think this is a good start and would both deter tunneling/slugging, and would also completely deter survivors and their little sense of invincibility because they have DS. 20 seconds is more than enough, because honestly, if it's been 20 seconds, and you're not being chased, you're not being tunneled, and therefore don't need DS.
This would be useless. I don’t get your logic here with the 20 seconds. So typical scenario takes place with a proxy camper waiting for an unhook. Unhook happens as they make their way back to the hook, and they go after the unhooked guy. You are saying if that person doesn’t go down within 20 seconds, they aren’t being tunneled? That doesn’t make any sense....am I missing something? They are 100% being tunneled in this very common example.Tunneling doesn’t mean just being downed immediately. If the killer chases after the unhooked guy, whether they go down in 3 seconds or run them around for 2 minutes....it’s the very definition of tunneling.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/936129#Comment_936129
The problem is that solo survivors often don't work properly. When I end up with random teammates where everybody is actually playing decently, we usually have a good match.
But you can't balance a game for people sitting in a corner.
Sure, but that’s the random player element. Just as you might come across those solid random teammates, you could also come across someone like Zubat as your killer and it doesn’t matter. By and large, a 4 man solo lobby is NOT balanced to killer anymore. Not at all. There’s no way anyone, unbiased, can actually claim killer vs 4 solo is a balanced experience. The existence of SWF is taken into account by the devs, just not to the extent of a good 4 man vs most killers. So people claiming “remove SWF for balance!!” are way off the mark as if balance is the goal, if SWF didn’t exist the killer side would need a lot of nerfs. Then they would just complain about that. The crux of the issue is what some think the game should be, a horror movie kill simulator where maybe one escapes and that’s it. Thats why people can believe 4 solos is balanced gameplay. That game dies.
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Sounds like a meta perk for campers. Stand in front of a hook and now when one gen pops, no others can be worked on. No thanks lol.
Like many other suggestions around here that have to do with gens, campers (and tunnelers) need to be accounted for.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/114506/the-game-is-not-balanced-around-swf
I don't think anyone is debating you. Clearly the devs balance around solo survivors. They devs have let SWF go completely unchecked.
I would debate that. Do you really think killer vs 4 solo survivors is balanced? That’s very clearly advantage killer, and I think most would agree. Solo survivor is the weakest part of the game now. Definitely not saying it’s balanced to 4 man SWF, but they have taken into account the existence of SWF towards balancing to an extent. As I said above, I would consider a balanced game having 2, possibly 3 SWF if there’s a weak link in there. Obviously it all depends on the players involved, but generally speaking a 4 solo game the killer has a definitive edge. Perhaps you believe the killer should have that edge in all games, but that’s not balance.
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It’s also not balanced around a game vs 4 solos, that’s for damn sure. Balance currently is a hybrid of solo/SWF.
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@PistolTimb said:
That's an interesting idea, but I bet you people would be up in arms if there were debuffs for being injured. Which is arguably fair since you are 1-shot at that point.
I think what the game needs is a single, straightforward time waster in the early game. Something along the lines of finding gas cans around the map, which are used to fuel up gens. Before this point, no gens can be worked on. But once a gen is fueled up, it will stay that way permanently and can be worked on by anyone.
Problem with the gas can idea is it gives a big, unnecessary buff to top tier killers too while also being a buff to camping and tunneling. If we don’t want to add to killer too and are just looking for a way to stall the early game a bit.... why not just start the game with repair debuff? However, and this is the key, once the killer puts a survivor in the dying state, it goes away (for ALL survivors) and repair is back to normal. The killer got their early game handicap and now it’s game on as usual. That way if a killer downs someone in 30 seconds, the other 3 aren’t stuck running around looking for gas or whatever. If the killer just camps that survivor, or proxy/tunnels, it would be game over as not enough would get done before the first death. Can’t have that. Im sure there’s probably a gaping hole to this idea, as i just thought of it 5 minutes ago....but whatever.
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The chase thing I guarantee becomes a perk, they will say “people have been asking for this” (except not in the form of a perk....), as well as totem counter to Small Game soon. It’s clear their idea of closing the gap between solo and SWF is through perks. This is completely the wrong way to go IF the idea is then to buff killers towards 4 man squads. They can’t do that if the solo players needs to use all 4 of their perks just for info, while still not even being to the level of SWF. Solo would continue to suffer.
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The only change it needs is the key holder only escaping, that’s it. Ebony/ivory need all 4 survivors to be hooked once, then the moris can start.
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@LoverOfDemogorgon said:
https://www.youtube.com/watch?v=UfRH5VzNOhI
This first clip showcases what happens when you don't run ruin and try to chase someone for about a minute. Situations like this should simply not exist, the unfairness is real. There should be more for survivors to do if maps and looping can lead to decently long chases and lead to 80% of the game's objectives being done in just above 2 minutes... that is absurd and not good balancing just because tru3 here didn't bring ruin. *Also calls to the fact that ruin just works as a patchwork for gen speed*
https://www.youtube.com/watch?v=Z9I0rA7Usi8
Unbalanced map, weak killer, decent survivors who do gens, you do the math, very fast game with leaving the killer with their hands in the air like... "what more could I have done?" This isn't "Win some looser some" This is unbalanced, and this is with a very good perk selection and a red addon for clown... absurd again, all gens done just below 5 minutes...
I am not angry or mad, I just want this to be addressed fairly by the devs. Can someone explain this to me? Why are these games possible, Tru3 in either of these games did not play overtly horrible nor did he play in any toxic nature, yet he seems to have no chance of succeeding. Survivors wonder why killers play the tunnel/proxy camp style... this is why.
“Survivors wonder why killers play the tunnel/proxy camp style... this is why.”
So having said that, you would agree then that measures would also need to be put in so that use of camping/tunneling as a strategy would be eliminated? That’s the side of the equation nobody talks about, it’s just “make gens slower”, or “add an objective”...with nothing said about the proxy camping tunneler who would just continue to play that way as it would be even more successful. Why would they stop? This is why they can’t really touch anything as it requires big changes to both sides to prevent that playstyle from being buffed.
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@Peanits said:
The tell I feel is pretty obvious. Once you see someone go down from healthy once, you know she's using it. Ideally you don't want to get hit by a hatchet even if she's not using it, so it's not really a "too little too late" situation.
Anyway, I'd be totally okay with that personally. The most interesting idea I've heard was to make long range hatchets (>24m or 32m) instantly down people. That way it stays powerful, but requires a lot more skill to use and has way more counterplay. What do y'all have in mind?
I’m a big fan of the range idea, can even add additional hatchets to compensate. Good Huntresses won’t feel guilty for using something completely busted, and survivors won’t feel cheated as it’s much more of a skill shot. Sounds fair and fun to me. Of course, some will still just camp from a distance and throw at survivors going for unhooks, which is annoying, but that can be done now.
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@DeanIcity said:
https://forum.deadbydaylight.com/en/discussion/comment/918571#Comment_918571
Hell, to the nah, nah. You can't call it balanced when SWF has the clear advantage over the Killer. That isn't balance in any way. So, no, that shouldn't be the solution in any way, shape, or form.
So you think killer vs 4 solos is balanced?! Come on now. I’ll ask you what I asked other guy...what is your idea of balance? I am speaking directly about kills, not any issues with the pip system. They have shifted balance over time to where a solo lobby is now weak vs killer, that’s what I mean when I say they’ve taken SWF into account. They absolutely have. If SWF was non existent, kill rates would be damn near 90% I bet. But yes, continue on with your hell to the nah nah on how an all solo lobby is perfectly balanced lol.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/921363#Comment_921363
I agree. I think gen speeds are fine as they are tbh.
I think the one thing I will say that I personally think some killers should get is a buff to their own ability. Specifically the ones without mobility. That way it is a direct buff to them and not overcompensating other killers who are already strong. Like The Hillbilly or Spirit.
If you target gens alone and basically decrease the baseline speed and/or add a secondary objective, those killers who more or less rely on camping methods would have a field day.
I completely agree with that. All I ever see around here is suggestions for longer gens, or survivors grabbing parts or gas....with little to no acknowledgement to the fact camping and tunneling is massively buffed. Might see someone once in a blue moon also say extend hook times, but that’s a bandaid as it is nothing to stop the proxy camping unhook tunnelers which is the most common “strategy” in the game. They’ll just tell you to use your perks against that, to which I respond use your perks against gens then...back to square one lol.
Im fine with lower mobility killers just getting a buff, and nothing with the survivor objective changing.
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@Johnny_XMan said:
The funny thing is when they camp what is the first thing they tell you to do? Just do gens right?
You basically have to “gen rush” as they’d like to call it. Making it a direct counter to camping. Yet they believe Camping is a tactical move but not Gen Rushing. Lol
Secondary objectives would only be adding more time to scummy play styles and give more time for killers to correct their mistakes. Especially secondary objectives directly affecting gens.
Right. They can’t add to the survivor objective without also adding to killer to make camping and tunneling non-existent. Humorous the amount of people that scream for another survivor objective (or longer gens), but then go defensive and tell you to use perks against those playstyles... or “just do gens” against camping except if that killer has NOED they will also tell you you were lazy and didn’t do the bones lol. So counter one to eliminate the counter to the other, interesting logic, but I digress. Address both in the base game, or neither. If survivors are forced to use BT and DS, then killers should have to use Ruin, POP, corrupt, etc if needed. Only fair.
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@rch614 said:
https://forum.deadbydaylight.com/en/discussion/comment/919227#Comment_919227
I mean I agree with making stuff like that baseline, but they tend to use perks as band aids for issues anyway. So I suppose I more mean "finish bandaiding" the problem before we can give specific killers buffs.
But yeah you are right with it "fixing" solo with a perk. It's just "helping" them with a bandaid.
Gotcha. My theory as well is that they will “bring up solo to SWF” via buffing perks that SWF are unlikely to run. They would need to make things baseline.I’m 1000000000% against voice chat being added though, not that you said it I’m just venting, I’d quit the game (even with a mute option as killers would be balanced on me HAVING voice chat lol). People always have that idea and say just mute it...ummm no, not that simple if you are balancing to voice chat! Just make certain perks base, like the new Kindred, then add to the survivor objective...while also putting in measures to completely stop camping and tunneling. Everyone now loves the game.Piece of cake, devs....get on this! 😉
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@Negi said:
Personally, the only thing that gets me tense is killers who can hide their heartbeat. It keeps me constantly on edge looking around. Strong killers aren't "scary".
I can see that. If they ever wanted to make the game kinda scary, they’d have to wipe out the heartbeat system entirely along with massive nerfs and changes everywhere (in other words, won’t happen!) Even then though, survivors aren’t actually scared of the killer, it’s just cheap jumpscare type horror. The whole PvP thing is always going to override everything, people are never going to fear the monster killer who’s being controlled by another player. The immersion of playing a single player survival horror game will NEVER exist with this game. People need to stop calling it survival horror. Its just a horror themed multiplayer game where each side in intended on winning at least close to the same amount of times. None of this crap where people think they’ll be able to roleplay a horror movie killer and crush survivors constantly where maybe 1 gets out at the most. I think that’s where the majority of the balance complaints by killer mains fall. An incorrect vision of the game, not realizing theirs would completely fail. Survivors aren’t playing that nonsense.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/908319#Comment_908319
Outlast 2 to this day still keep me on edge especially the school scenes.
Yes. But people will never view the killer in DBD like you do that. There’s a certain immersion aspect that you get playing alone in that type of game. When you play DBD it’s PvP so it will never feel scary like that. You just want to beat the player you are facing, there’s no fear aspect. I just think people who say buffing killers to very strong will make the game scary have no idea what they are talking about and don’t understand the different mindset between playing this game, and playing Outlast. What some want this game to be, would actually kill the game. This is coming from someone who gets legit terrified playing Outlast or RE. If DBD made killers 3x as strong, it wouldn’t make me feel the same horror. I would just feel annoyed that I’m playing the dominated side in a multiplayer game and want to play the killer or just stop playing. I think the devs are aware of this.
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@rch614 said:
https://forum.deadbydaylight.com/en/discussion/comment/918619#Comment_918619
https://forum.deadbydaylight.com/en/discussion/comment/919178#Comment_919178
Never intended or not, it was definitely necessary for the game's health in the long run, not just for keeping players in the game but also because people kept dodging lobbies until they got their friend anyway.
OT, yes SWF grants huge advantages to the team and should give killer bonus bloodpoints for dealing with them. But they can't get a specific gameplay benefit for SWF and you also can't punish swf for playing together. Behavior is going to have to finish buffing solos and then move on to killer. We will just have to keep waiting.
Not to nitpick, but “finish” buffing solos caught my eye. That implies that they’ve started...which they haven’t. Buffing Kindred is nice but doesn’t count, as it requires a perk. If they were to actually try to balance solo to 4 man SWF, and buff killers to that, they can’t require the solo player to have to use perks to do so. That stuff would have to be built in, if you are buffing killers based on all survivors having the info
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/918571#Comment_918571
No, SWF broke the game permanently when it was put into the game. It was never intended to be there.
I am saying they have taken into account the existence of SWF to an extent for balance though. Are you going to tell me killer vs 4 solos is balanced in today’s game? Follow up if you say yes,....what is your idea of balance? Yes, I am talking about kills.
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@krowzar said:
https://forum.deadbydaylight.com/en/discussion/comment/917646#Comment_917646
Kindred, Empathy, Bond, and way more.
It counters a lot of killer perks as well such as Knockout, NOED, Blood Warden, and way more. SWF shouldn't even be in the game. The devs clearly stated that KYF was planned to be the only friends mode but added SWF do to high demand when they didn't realize why people wanted it.
But you also can’t say killer vs 4 solos is a balanced game, no way in hell. The devs have accounted for SWF to an extent. A balanced game really is a hybrid of SWF and solo. So if SWF were removed (which would never happen, but in theory), killers would need big nerfs...which of course would lead to a ######### ton of complaints anyway.
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@StrodeWins said:
if solo was viable then SWF wouldn’t be so relied on. Solo survivors is basically a guaranteed killer win at high ranks.
Yep. It’s funny to see some people try to argue killer vs 4 solos is balanced. That’s nonsense as it is very clearly advantage killer. If SWF were removed, or turned into ”unranked mode”, killers would completely dominate ranked games. Like it or not, SWF to an extent is required for balance.
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@ad19970 said:
It sucks, yes, and I wish the devs would try and nerf camping to make it even less viable so that it is dicouraged even more. Solo survivors suffer from camping killers much more than swf survivors, which I think is horrible.
I know people always bring up that one time where they tried nerfing it and it could be abused by survivors. But obviously you could just try improve on the nerf to a point where it can't be abused. And I'm pretty sure there would be a way to nerf camping without it allowing survivors to abuse the nerf.
Not sure how much priority I would give this change though, since I feel BHVR really needs to take a look at and buff weaker killers now after the nerfs to multiple killers, but camping is definitely something I really hope the devs will take a look at in the future as well.
It could definitely be done to where it couldn’t be abused. But at this point, as annoying as it is, you just have to use your perks against it. No different than killers having to use gen defense perks. It is what it is. When (if) the day comes where survivors are given a second objective, or gen speed is nerfed, at that point a hard nerf to camping and tunneling must happen to where that playstyle can’t happen.
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I feel like some people just don’t get it. Survivors are not going to fear the killer in a PvP game, no matter how strong the killers are. You do not view the killer the same as you would something trying to kill you in games like Outlast or RE2. In DBD, after playing for a couple hours you just start to view the killer as your opponent in a multiplayer game, you aren’t afraid of that person. There’s much more of a competitive feeling than fear. If they made the killers stronger and got rid of looping...guess what? People aren’t going to be scared, they just aren’t going to play survivor. Nobody wants to be on the losing end constantly in a multiplayer game. This game has a horror theme to it but that’s it, it will never be survival horror.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/906708#Comment_906708
On that stupid logic, of course you got "destroyed" for 100 matches in a row!
Hell, on that same logic, then a survivor always loses unless they escape AND get 32bp.
This OP has officially lost any and all credibility with this definition of a "win". Get over yourself dude. I bet you only think you "won" when you've gotten in matches with farmers.
Exactly. Anyone with that win condition is always going to complain killers are too weak..that’s ridiculous. Zero credibility now, like you said.
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Camping is obvious, when the killer has zero intention of leaving the hook area no matter what. Tunneling, or at least the most common form of tunneling, are the killers who proxy camp trying to bait unhooks to then go after the unhooked guy. This is very common and why so many survivors feel forced to bring BT and DS, the same way many killers feel forced to bring ruin.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/902175#Comment_902175
Because if it's solo Q, every single survivor has to come over to the hook to realize a camp is happening. Add in a particularly nasty hook in the middle of the open and it is going to take all 3 survivors to make the save, and they are probably all going to eat hits doing it.
They did get the first down off the hook, at the expense of her hitting half, 3 sloppy butcher hits and another survivor down. But I just tunneled her straight to dead through DS in 20 seconds anyways because lolspirit. From there hooked the other downed survivor and facecamped him to dead, I think 4 gens were up at this point so I knew I could proper facecamp him down and didn't move at all.
Nobody saved him, found the next survivor, facecamped them to dead (they struggled and hit half first) then found the hatch and nailed the last survivor with NOED right before she got out the gate.
EZ-PZ.
Yep, everything you said sounds right. Devs need to come up with something that gives killers who play “fair” more time, but puts killers who camp/tunnel in a much worse spot than now. What that is, I don’t know. And give a hook requirement to NOED to remove the camper with NOED bs. “Counter” to one removes the counter to the other, stupid.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/111172/a-fix-for-face-camping
what about when he is chasing a survivor that is near the hook? or there is survivors literally on the hook?
Don’t want to speak for OP, but clearly what applies to the emblem penalty should apply to this as well. If survivors are in range of the hook, or killer is in chase...it doesn’t apply.
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@IceCreamPrincess said:
https://forum.deadbydaylight.com/en/discussion/comment/901942#Comment_901942
From my understanding, when they tested that feature they had it where if a survivor was within range of the hook the timer would progress as normal, so to counter that the survivors would hover on the edge of this range, far enough where the killer was "camping" so the timer was stopped, but close enough where they could rescue if the killer left. Thats just what i remember though, i might just be insane. Theres also the other argument, that if a killer was truely face camping hard, it wont matter how much more time was added, they would just wait it out.
You could be right, I wasn’t playing then so I’m just going by comments I’ve seen in the past...which have made it sound like nothing was in place like the emblem penalty has. In theory though if the timer stalled, or significantly slowed, the other survivors would have time to do all the gens and still rescue. So that person could at least have a shot at getting out. I don’t know, it wouldn’t be a fun experience for the hooked guy regardless though...and the stalling thing would definitely need to be disabled once the gens are done. They’ll never do something like this anyway though.
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@IceCreamPrincess said:
The issue with that idea is that they had already tried something like that, where if the killer was within range the survivor on hook wouldn't progress through death, and this was abused by groups who would force the killer to either chase them (thus preventing the killer from stopping a survivor getting a free unhook) or to stay near the hook (thus the hooked survivor hanging there forever)
Its unfortunate, but its unfair to expect a killer to just give up on a survivor just because hes got them on a hook, and lose all momentum they've gained by letting survivors get unhooks easily
I’m not saying they should do what OP wants, but people always bring up this previous test...which to my knowledge wasn’t even done properly. They now have the chaser emblem penalty, obviously a valid test would have the health bar tied to the same specifications. A survivor being in range of the hook, or the killer being in chase, would not stall it...same way the camping penalty works. Obviously that would be the proper way it should work and would be totally different I think. That test didn’t have that (as far as I know), which makes it an invalid argument against the idea imo.
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@ygnea said:
Make ds permanent after being unhooked, but have it deactivate if someone else gets hooked. It’s the easiest fix ever.
This. I don’t think it needs any change, but if we are going to, just get rid of the stupid timer. Now every killer knows that if they pick up the last survivor they hooked, there’s a chance they’ll get stunned. Simple.
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The opposite happens constantly. Many killers complain about gens, but only offer suggestions to slow them down (whether it’s longer gens or additional objective) while not even acknowledging tunneling and camping. So you would agree then, that any nerf to “genrush” should also include a nerf in the base game to tunneling and camping?
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@Gonzalo said:
https://forum.deadbydaylight.com/en/discussion/comment/898501#Comment_898501
Nah.
Ruin goes down super quick and dying light won't have effective slow down on gens until you get lots of non obsession hooks.
Gen speed needs some slowdown.
Kill rates keep up (and exceed, really) with current gen speeds. People can dismiss the stats all they want, but it’s a fact. I have no issue with something addressing gen speed if it also addresses camping and tunneling, however. Totally linked issues. Both sides have to use perks. Either both do, or neither has to.
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@mmain said:
https://forum.deadbydaylight.com/en/discussion/comment/896620#Comment_896620
Exactly. Glad there is some sanity in this forum
You were right to get the hell out of the match before they get any more points off you. Some people in here are unbelievable. Yes, let’s make sure we adapt to the killer working with a survivor by bringing DS....the most ridiculous thing I have ever seen in this forum. Making it out like you screwed up and the situation was your own doing because of mistakes. Don’t listen to this nonsense.
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@MisterCremaster said:
I've said this before, but there should be ranks for each killer, and they go to together but not slowly for the killers you aren't using.
For example, if you play only one killer up from 20 to 15, there others go up to 17. If you play one up to 10, the others are like 13, etc.
That way they aren't stomping on lower survivors, but are given a break still.
Yeah, something like this. Each killer rank still needs to be tied together somehow. You advance one, they all go up..just not quite as much so there’s a cushion.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/887680#Comment_887680
How is this different than what is currently happening?
A player inexperienced with a killer is pitted against Red Rank skilled survivors to be "beaten up" by them. Losing many chances to learn a new killer... or at the very least, making it a very difficult and intolerable experience.
It’s totally different, and much worse. Don’t you see how an experienced killer could, any time they please, crush new/weak survivors by just switching to different killers? So it’s end of the month, and someone who’s normally a red rank killer, decides hey I’m gonna play Billy. They’ll be at rank 20 and absolutely destroy new players. Maybe they get to rank 16 or so, and then switch to Wraith and are back at 20 again. Then someone else,...etc. A killer could spend as much time as they wanted the entire month facing low rank survivors and ruining the game for them. Then all their killer ranks reset! That is a million times worse than what you are talking about. I get what you’re saying, but maybe they should be releasing killers on rank reset day, so you’re at least starting at your reset rank or something.
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“Even if experienced players would dominate lower ranks, they would begin to rank up according to their skill with a particular killer within a short period of time and end up at their appropriate rank for their skill level”
And then they could just switch to a different killer and go back to beating up on weak/new survivors again? Then another killer after that. An experienced killer could easily exploit this by just spreading their play time out with multiple different killers over the month, never advancing much in rank with any of them and continuously dominating all the way to reset. That wouldn’t be fair at all. There’s no way in hell each killer should start at rank 20, that’s for sure. The starting point for all of them still has to be based off your highest ranked killer somehow. A red ranked killer should not be able to switch to any other killer and get rank 20 games whenever they please.
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/884116#Comment_884116
Well this is a personal opinion but I would be ok if it was centered around a 3 Kill average as a Survivor but that's because I want the game to be scary. I grew up playing Silent Hill and RE so Survival Horror is what I live for and this barely has it despite the context. A Survivor dying, for me of course, should feel average and Escaping should be a great victory that is not often but MUST be done through hard work and hopefully fear and stress. That would be my ideal game because it would feel like a real horror game instead of what we got now, I don't feel threatened by any of the Killers unless they're a stealth Killer or it's Hillbilly because I know the tricks and I know the strats and I know the Killer can be easily duped into losing if my team is competent.
I know this is an opinion a lot of players feel strongly against and that's why I stress it's my ideal spot for this game as that would be more fun for me.
This game can not be compared to games like Resident Evil. This is a multiplayer game, people don’t play with the feeling they are versing a monster, they are facing another player as their opponent. That’s why it will never be scary no matter what. You want to beat that opponent. Contrary to what people on the forum might claim, most people do just consider escaping as a win, or at the very least they die but the other 3 survive. Killer is 3-4 K. So why should the game be balanced to where the killer is constantly winning? It doesn’t make sense and is the complete opposite of balance. People like Mr coconut I’m afraid, don’t get it. The game would die if they had it their way. Survivors aren’t interested in playing kill simulator, this isn’t a horror movie. Each side has to get their share of wins (equal or at least somewhat close to it) in order to keep players on both sides.
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@Mellow7 said:
https://forum.deadbydaylight.com/en/discussion/comment/879349#Comment_879349
As long as we get a crap ton of points I don't care if I die every trial.
Lol here we go...yeah im sure “we” would be totally fine with dying every trial for more points. I say flip it though, killers should average 1k a game but just be given more points. What do you think? Or maybe 1k average is too high, maybe 1 should be viewed as an accomplishment, and most games are 4 escapes. That sounds better. As long as we are getting more points and pips, who cares.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/879492#Comment_879492
No. That is not the case. Most people want longer games so they can actually have a chance to have fun. Fun in the challenge of catching people. I don't know why you're wanting to defend how short matches are, because if there were something else for survivors to do, you might find that interesting, and you might find yourself getting more points in a game than you would normally.
I’m not defending short matches, that’s why I said add to both sides. Yes or no, would adding an objective to only survivor make them die a lot more? Obviously, yes. You seem to think that survivors would be happy as long as they are getting points and still can pip. That’s where I think you are wrong. The most important thing in the game will always be kills and escapes. When people are in a match and start to feel competitive, that’s what it boils down to in the end. Are you saying if the killer pipping system were changed, and you could possibly consistently pip at all ranks without kills, you’d be fine with just getting 1 kill a game? No way you are happy with pts and pips. Youd want kills. Survivors want escapes. That’s why it has to be balanced. An additional objective to only survivor very clearly throws that totally out of wack. That’s why queues would be out of hand, as with the survivor side constantly losing they will either switch to killer or just stop playing.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/879181#Comment_879181
Why would the que times be longer? Because there's more in a game to actually do for a survivor? Your argument doesn't make sense to me...
Because of balance, simple. Survivors aren’t playing if killer is constantly getting 3-4K, which an additional objective for only survivor would do. People would continue playing the stronger killers and now easily dominate.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/879462#Comment_879462
Well if the stats are right according to you, then you should be fine to acknowledge that survivors at red ranks have an 80% escape rate. Yep, survivors aren't clearly the power role, despite the 80% escape rate.
You might wanna recheck those numbers man, lol. You just sound delusional as thats not even close to accurate.
edit- obviously you are referring to the previous stats of the rank 1 80% escape rate, in which Peanits even edited in that it’s wrong. It was 43%. I’m fine to acknowledge that, are you?
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@SyntheticAesthetic said:
https://forum.deadbydaylight.com/en/discussion/comment/879462#Comment_879462
120 seconds from hook to death means they get like 2 gens done. This comment is just bait.
umm...I’m not talking about just extending hook time, that would be the reaction of someone who probably camps. Just something to killer to offset an additional objective to survivor. That objective should absolutely make camping and tunneling not an option though, that plus an objective for survivors makes the game happier for both sides. Kill/escape rates clearly favor killer, so if longer games is the goal..why wouldn’t you add to both sides? Common sense. Unless.....as I’ve always assumed “I want longer games” is simply code for “I want more kills”.
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Kill rate is completely balanced (and actually exceeding) to the current speed of gens. People can attempt to dismiss the stats all they want, but it’s a fact that based off kill rate, killers are winning far more games than survivors. The pip system is an issue, but that doesn’t dismiss that. People play the game to win (duh), and while pipping is important, it will never trump the feeling of most players where they need to win either via kills or escapes. A pipping survivor doesn’t care about his pips if he’s dying constantly, just as a killer doesn’t care about his pips if he has an average kill rate of 1k if the pip system were changed. Killer would ultimately want more kills regardless as that’s how most people do view winning. Survivor is no different. So we add a second objective so kill rates are minimum 80% across the board? Nope. For longer games, you have to add to BOTH sides. No addition should be brought in with the idea of bringing more kills. Extend everything, or nothing. That’s called balance.
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@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/879016#Comment_879016
They'll still never be able to buff killers to swf because now we gotta hope survivors bring the necessary perks
Exactly. Bridging the gap through perks is 100% the wrong move, but it’s very likely that’s how they’ll go about it. It’s the type of thing that could be detrimental to the game, as eventually it’s just going to force people to either play SWF or buy all the perks necessary to compete in solo. I hope I’m wrong but I can see it, it’s very typical for them to address everything through perks. This would be no different. No matter how much you buff perks that only solo survivors use, you are NOT bridging the gap. You can’t buff killers (or nerf survivors) based around that concept it’s been bridged.
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I did not actually see it so I don’t know the specifics, but I’m pretty sure I once heard the streamer Hexy talking about having a received a short ban for mori spamming. So it’s definitely a thing, no clue how long it has to go on for though.
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@SpacingLlamas said:
The devs have made no attempts in buffing solos since the obsession change. I'm not even sure if it's still happening anymore
And the latest buff to kindred and making any sort of new perks is not what I mean nor should it be the answer to buffing them
This is what I see happening. Given their track record, it would seem the most likely scenario in how they will attempt to bridge the gap is through perks. That would absolutely be the wrong way to go about it. While I’d like to think they just buffed Kindred with this not being part of that kinda plan, I’d bet money that it is. They will probably continue to buff other solo survivor perks, and create a few more information type perks that SWF wouldn’t use. Totem counter to Small Game in the future would be another example of this. So the solo player will need their entire perk loadout to be “brought up to SWF level”.
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With regards to your #2 example about the rank 1 escape rates, if you are referring to the previous graph it’s been explained many times that it’s not accurate. The actual escape rate at rank 1 was I believe 43% according to Peanits, not the 80% shown in the graph.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/872880#Comment_872880
"I just don’t subscribe at all to the theory that the killer has been punished enough,"
Losing the game isn't punishment enough?
"in my scenario this killer doesn’t become the victim in 40 seconds. They made the choice to tunnel the unhooked survivor, that’s their problem and should still get hit no matter how long it goes on."
In 40 seconds the killer is the victim. 40 seconds is an entire gen and a half assuming no other gen speed up perks or items. That is a lot of the survivor objective completed for a single digit percent of the killers. Their punishment is gens being done.
"I understand the scenario you’re saying, but if you just make it no timer and deactivates upon hooking someone else, I think it solves the issues of both sides."
It doesn't. With no timer the scenario I described will happen even more and it's already an issue at 60 seconds.
"No timer helps address survivor complaints of being tunneled but not being able to use it."
That literally almost never happens and if it did, as I've said that already cost the killer the entire game even WITHOUT having DS, literally just the chase time. The only time they are getting that timer ran out and being tunneled is by being slugged and there are multiple anti-slug perks as well as slugging being extremely risky for the killer in the first place.
If you view an unhook tunneling killer as the victim at any point, there’s nothing left to say as we are worlds apart on our stance. Agree to disagree. DS should stay as is then, no way in hell should it just be flat nerfed 20 seconds AND deactivate with a hook.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/872801#Comment_872801
If he really spent 40 seconds for all that it's already cost him all map pressure and he lost at least a gen or more. 40 seconds might not be "saving" the survivor but it's costing the killer the game to do so.
The reason I wanted the timer reduction added is because there are many times that you will just happen to run into the same survivor twice in a row before the windows of DS has ended. That isn't tunneling but you are still punished. With how much pressure the killer has to keep up he can't afford to just find a survivor and then decide to let them go.
I just don’t subscribe at all to the theory that the killer has been punished enough, in my scenario this killer doesn’t become the victim in 40 seconds. They made the choice to tunnel the unhooked survivor, that’s their problem and should still get hit no matter how long it goes on. Also a timer of only 40 seconds is certainly going to mean less people running it, which is another win for tunneling.
I understand the scenario you’re saying, but if you just make it no timer and deactivates upon hooking someone else, I think it solves the issues of both sides. By far the biggest complaint about DS is “I hooked someone else, ran into the previous guy, and got hit with DS”. That’s fixed. Every killer will know once they throw someone on the hook, find someone else or risk DS. Simple. No timer helps address survivor complaints of being tunneled but not being able to use it. Sounds fair to me.
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@TAG said:
I'd want DS changed so that hooking someone else turns off DS, but in exchange the timer on DS pauses while a Survivor is on the ground so the Killer cannot simply slug it out and must go after someone else.
While the timer pausing isn’t bad, I don’t see why the timer needs to even be there anymore, just remove it. The “timer” simply becomes the killer having to hook another survivor. Now a tunneled survivor can never outrun their timer either.