KayTwoAyy
KayTwoAyy
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2689478#Comment_2689478
Slingers biggest counter is holding w....
@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2689478#Comment_2689478
You can counter slinger holding W
Not when he runs Save the Best for Last (:
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Stop running DS and you'll speedrun uninstalling DBD.
Its almost crazy the lengths we have to go to just to enjoy the game sometimes.
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@Thusly_Boned said:
The huge issue here is that this is an asymmetrical game with no clearly defined "win" conditions, and a wide spectrum of ways a game can play out.
What "win" (and thus "trying to win") means here is really subjective. When I started playing DBD, I heard a few people say that in this game you set your own win conditions, and I think that's true, because the game doesn't do that for you. Particularly in the case of survivors. And because each member of a team might be playing with a different get of goals in mind (for many escaping is one of a few objectives rather than the primary one), there is inevitably going to be some discordance about how the game should go, and what constitutes a satisfying experience, and opinions on how everyone should play.
I think the experience is king in DBD, not the "win". But there is never going to be full agreement on what makes the best experience, and there is never going to be harmony amongst all the players.
But that said, one constant is that if you are clearly playing with only experience/goals in mind, that will be apparent, and you will get flamed for it. And people will try to come to some sort of consensus of parameters to try to compel others to play in a manner consistent with their own values (see the much maligned "entitled survivor rulebook").
The metaphorical sands are always shifting in the realm of DBD; what is reasonable to one is going to be toxic or sweaty to others (I definitely have my own definition). This will not change, and if you can't make peace with that - if you need that definition and certainty - this might not be the game for you.
Trying to codify any of this or play semantic police is laughably futile.
Well spoke, Thusly!
Tho what you are suggesting is chaos.
Ironically, language cannot speak for itself. So when people take a word and completely misuse it, someone should absolutely stand up and say "hey, that is not what that word means," or "you're not saying what you may think you're trying to say."
Word choice is so important.
We teach children the definitions of languages--both their dennotative and connotative meanings. We teach them how to be creative with that language, and we right them when they use language incorrectly. But now suddenly, because someone has aged 18+ years they are allowed to use language incorrectly? Beause that's what I'm seeing happen here.
This community has taken a word that means hard working & overexertion and are applying it to demonize people for being savvy & efficient.
Futile or not, this community would be better off if people learned how to properly articulate.
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@Leatherface1990 said:
Sweaty is ADD-ONS, KILLER PICK, META PERKS, and MAP then you might have SOME RNG in this game, also if you are solo q you get stealth do nothing bots. It's a bit different. It goes for both SURVIVORS and KILLERS. Games busted, but you already know that because you are the only SMART one here.
What a surprise. A stranger leaves sarcastic belittling remarks on a post addressing casual toxicity in video game culture.
What else is new?
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2689060#Comment_2689060
You're missing several points reiterated many times across many threads.
- When you look at the 'Sweaty' loadouts and playstyles, if a killer uses all the sweat they have, it comes nowhere close to all the sweat the survivors have. Nowhere. Close. That's the imbalance that allows people to lob the complaint "Sweaty SWF." Just like SoloQ's turn that against Killers who tunnel and slug.
- It's not misused. Unlike many ideas thrown about, being sweaty quite simply means going above and beyond in an effort to win that often creates a parity with the effort the other side demonstrated. Again, this is why survivors memeing around use the term and why Killers who just wanted to experiment with some perks use it too.
- DBD has plenty of mechanical skill, I'm not providing examples here, it's self evident from watching comp play and montages
Sweaty isn't about trying to win, it's about how you try to win and what you're willing to turn the game into in order to do so. The easiest example is the 2 v 1 standoff at the end of the game where the Killer only slugs and the survivors only immerse for the next 20 minutes, in the effort to deny either side ANY sort of victory.
You feeling alienated is a personal problem, the community has a very consistent understanding of sweaty when compared to other PVP games. Ironically, it's one of the few things this community gets right.
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/299304/sweaty-survivors-dont-exist
4x medkits, 4x same meta perks and map offering is not sweaty?
at that point that is just not about skill at any point, it's who will use better resources.
One survivor uses the best perks, the best map offering, and plays pubs in a 4-man competitive team SWF.
Another survivor brings no perks, no map offering, and solo queues into a lobby with 3 randos.
Both survivors are playing to escape. Who has to work harder to actually make that happen?
You might be bitter that someone is stacking the deck in their favor, but that doesn't make them sweaty when it takes zero effort to do so.
One of the above-mentioned survivors is leaning back in their chair all relaxed, reading chat and talking about how easy this game is--probably not even giving 10% of their brain to the game. Meanwhile the other survivor is upright in their chair, focused, and actively learning from their mistakes because they can't afford to make too many of them.
You're delusional if you think the former survivor is the "sweaty" gamer in this scenario.
Find a better word. You're trying to put a square peg in a round hole.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/299304/sweaty-survivors-dont-exist
@StarLost 's clarification of what sweat is in online gaming is the accurate one. You're nitpicking my dude. It also certainly isn't the only PVP community where this happens. You see it in League of Legends all the time where a casual, blind draft game is utterly stomped out by one team running a full meta champ roster while the other team is just trying to experiment with builds and can't even do that because they're getting trained so hard.
I'm hardly nitpicking when my entire post calls attention to the misuse of 'sweaty' in a game that requires almost zero mechanical skill. You're still misusing the word, even after reading my post.
From the little experience I have with LoL, that game has a far higher skill ceiling than DBD. Of course you're going to see people use the term 'sweaty' there--it fits the context. But people are not sweaty in League of Legends for picking meta champs. There is nothing inherently sweaty about lining yourself up for the best chance of success. If you're not doing that, and your opponent is--they aren't sweaty, you're just negligent. How can you expect to play a competitive game (even in casual), and not expect people to try to win?
This is exactly why I made this post. I feel so alienated on these forums because the community has developed a bizarre backwards mentality. People think they can play a zero-sum video game, not try to win, and then still win. If you're not playing to win, you don't deserve to.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2688671#Comment_2688671
Eh. It's a stretch, as 'playing apathetically' would be more likely to describe someone who doesn't care about their performance moreso than someone who cares too much.
And this is why semantic arguments are pointless.
No, you've just chosen (for the purposes of your argument) to shift where I'm applying the adjective.
If I only care about myself, I'm being apathetic towards others.
You can't adjucate where I'm placing the adjective and then tell me semantics are pointless. You're just failing to recognize, or deliberately ignoring, the grammatical structure of my argument.
You're looking for a word. The word is apathy.
You prefer the word sweaty, so you decide to slap the definition of apathy onto sweaty and call it a day. Thats not semantics. Thats just being ignorant.
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@Nemmy_Wemmy said:
"with the term 'sweaty' only circulating in the gamer community for a little under 4 years now."
Wait are you trying to say that for only about 4 years gamers have been using the term sweaty? Bro unless I read that wrong, where the heck have you been lol that's been a term for as long as I've been an online gamer since the era of Xbox 360/PS3.
Like saying it's only been around for 4 years or so is just blatantly false. And if you mean it was popularized at that time...would also be extremely incorrect
Its certainly not a word I was hearing or using prior to Fortnite. I've been trash talking in online games since 2009, and the usual banter was just "n00b," "get good," "mad cuz bad," "outplayed," "tryhard," and all the basic curse words.
"Tryhard" was the closest anyone came to calling someone sweaty, but even that word was used sparingly.
I've been playing Halo CE, Combat Arms, CS:GO, & Overwatch on PC through all the years. I know for a fact people weren't using the term 'sweaty' in Overwatch, and that game is hella sweaty. I never played much COD, but I think we all know much worse words were being thrown around on that game.
I'm not calling you a liar, but 'sweaty' is definitely a newer generation term. Popularized might be the better word choice, because I'd believe some people were saying it before social media helped coin and maintream slang words like crazy.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2688627#Comment_2688627
No, I'm describing 'sweaty'. This is not a word with a fixed dictionary definition or even any sort of consensus. I'd say that in the parlance of these forums, however, there is a difference between playing hard and playing 'sweaty'. Sweaty implies something negative, some sort of stacking of the deck or 'abusive' play (offerings, infinites, exploits etc.).
Apathy is something else entirely. That word has a very fixed definition already.
I don't think I've seen anyone demeaned for what you are describing, because simply being a good player isn't something that anyone credible will demean you for.
You might want to look up the definition of apathy. A person who, as you've defined,
'[plays] in a manner with only a win under consideration, even if this comes at the expense of the fun of the other side'
is apathetic, by the words very definition.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/299304/sweaty-survivors-dont-exist
We'd first have to find a commonly agreed upon definition for 'sweaty'. I don't think your definition works here.
In the context of this game, I'd reckon it would go something like 'playing in a manner with only a win under consideration, even if this comes at the expense of the fun of the other side'.
For example, camping or heavy slugging would probably be the killer version of 'sweaty'. For survivors, playing in a SWF with stacked perks and a Haddonfield/Badham offering would be sweaty. Running to a House of Pain infinite every time you are chased would be 'sweaty'.
That said, semantic arguments are usually pointless, as it's all going to come down to personal definitions.
That's where I'd say you're looking for a different word than "sweaty."
We don't have to argue semantics, but my concern is that I'm seeing people being belittled, demeaned, and made fun of for putting a reasonable amount of time and energy into something they enjoy.
You're describing apathy, not sweaty.
It is important we keep a distinction between the two, because waging war on vitriolic behavior under the guise of concerted effort is not going to solve the problem. I'm not a linguistics expert, but there isn't even anything remotely sweaty about a killer standing still in front of a hook--it is the least amount of effort a person could put forth.
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Mettle of Man is kind of BS again, now that Boon: Circle of Healing was added to the game.
I no longer need to choose between bringing a medkit or sabo box, saboteur or self-care/inner strength.
I can now always bring a sabo box, and occassionally bring saboteur if I've been having trouble anticipating which hooks the killer will use. I personally don't even need to bring CoH, because someone in every single one of my games brings it--and I'll bet my life they always will in its current state. Its a better alternative to Self-Care, which was already way too popular.
I procc'd Mettle of Man twice in one game recently. I used to have a hard time getting value out of it even once. Its too easy to heal up now.
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@SomberNokk said:
Fascinating?
are you asking me?
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Do you want the game to win for you every 3rd or 4th trial? If so, use Ruin.
Would you like to feel like you won because you played well? If so, don't use Hex Perks.
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I played against a Spirit who ran Undying, with Thrill of the Hunt & Hex: Pentimento and actually managed to get all 5 totems active and blocked. She 4k'd us, but we got the gens done effortlessly and I wouldn't say the perk was the reason she killed us all.
I was stunned to see she got the perk fully active, but it was also very easy for her to light all 5 totems once they were all broken.
I'm pretty sure the meta with that perk is to wait till all the totems are broken
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I don't run DS, because I don't believe it should be my responsibility to make the game bearable. Its BHVR's job to create an enjoyable gaming experience, so every time I'm put up against a face-camping, hook-farming, #########-eating-grin gamer I loathe BHVR with every fiber of my being for their "I wash my hands of this" approach to tunneling and camping.
I do not believe there is a single person out there who can honestly say they enjoy being farmed and immediately thrown back on the hook. You're not playing a game at that point--you're just a spectator to a massive design flaw and a passenger on a one way trip to finding better use of your time.
DS is a garbage perk. And we deserve a better solution.
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I'll +1 this post all day long. Between the 30 some PTB games and the 4 games I played against her last night, not a single Artist can down me in under 2 minutes--even while I'm running No Mither.
I have never seen a killer underperform like the Artist.
I've played as her, and I agree she has the potential to be really strong, but you're just not going to beat me with her crows because I know the gimmick.
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I would prefer to see Distortion work on a 120 second cooldown, with unlimited use.
That said, I genuinely believe its a good perk as it is, and the only reason I don't use it is because I trust myself in chase more than I trust my teammates. If the killer can't find me, they can't chase me, and historically that leads to me never escaping the trial.
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Run Calm Add-On Doctor on Dead Dawg with Distressing, Colourophobia, Sloppy Butcher, and your choice of M&A, Unnerving Presence, or Overwhelming Presence
You won't know with certainty that your build is getting value, but you can bet your ass they'll seething.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2617665#Comment_2617665
In the 3rd scenario I told about both survivor and the killer BMing the one on hook. When the survivor teabags or spams unhook action instead of unhooking - the intent is quite obvious.
Also, in most of these scenarios that actually happened to me the sandbagger confesses in chat he did it on purpose, just to come up with some kind of made up justification. The intent is most often not even in question.
So it's only possible to upload 10-second videos in their report form? How is it possible to report ANYTHING then with just 10 seconds of gameplay?
As frustrating as it may be to sit helplessly as a teammate teabags you, it doesn't directly corelate to "working with the killer." Sure, they're a dick for gloating because some random stranger on the internet decided to spare them today, but BHVR has made it clear that leaving a survivor to die on first hook isn't bannable. ...and thats really all this survivor is doing.
I've had the exact scenario you've described happen to me on more than one occassion, and I do file a report. ...but I'm filing that report on a whim of raging emotions. I don't actually think they'll get banned--its just too hard to prove they did something wrong (BMing aside).
But yeah, I once sent BHVR 6 individual Youtube clips in a report, demonstrating the lengths a Kate went to sandbag me against a Pig. I checked the viewcount a month later, and whoever reviewed my case didn't even watch past the 2nd video (all the clips were under 15 seconds long).
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I'd argue that none of the described scenarios are bannable.
1) A survivor crawling to you is not necessarily "ratting you out." They very well could be begging for heals, so that they don't have to spend 4 minutes on the floor while you selfishly hide in a corner. And even if their intention is to "rat you out," its impossible to prove that intent without admission from the guilty party. ...also, they're a slug on the floor--they are hardly "working with the killer" in that scenario.
2) The killer's actions are indepent of the survivors in this scenario. It is not just to ban a survivor simply because a killer granted them a free escape.
3) Not bannable because of arguments 1 & 2. You cannot prove the intent of the survivor, and you cannot ban the survivor because the killer refuses to down them. The killer is free to chose whether or not they want to kill any survivors, and it is not bannable if they opt out of killing anyone at all.
4) The survivor is free to loop the killer in whichever direction they choose. They can't be banned for bringing the killer to you, even if intentionally.
...the only scenario in which I could see this being bannable is if during Scenario 4, the killer has made it apparent to Survivor A that they will not down them, and instead wants them to help find Survivor B. In this scenario, Survivor A is no longer participating in normal gameplay and is actively working with the killer to kill Survivor B.
There are a few additional niche situations in which Scenario 4 becomes bannable, but to justify it I really believe BHVR would need to see the full gameplay to get the whole story.
I've never been able to upload a clip longer than 10 seconds to BHVR's report submission form, so I have no clue how they expect to receive enough context in any video to justify banning someone. Unless its a clip of post-game chat harassment, there just isn't a way to provide damning evidence.
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Looks like we're entering the age of the "fair" survivor play style.
Odds they'll take up the mantle?
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I enjoy playing games that challenge me.
Dead by Daylight no longer challenges me.
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@Labrac said:
Playing like that will eventually put you against stronger and stronger squads.
so you're saying its a good strategy?
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@illusion said:
1) You get more BP
2) Getting kills just moves your MMR up so that you get sweatier matches
3) What's the point of getting kills if you aren't actually playing the game
Just because the devs came up with this lazy MMR system, doesn't mean you have to play into it.
If getting kills isn't "playing the game," then what is?
I thought that was the killer's singular objective.
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This post is straight facts
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People have disconnected in every single match I've played today. I'm wasting my time.
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Alternatively, I could go for kicking it breaks the totem, and survivors need to rebuild the totem (24 seconds) to reactivate it
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@WhoisJoe said:
Overall I think Spirit changes have balanced her out but their is still some problems. Iron will completely destroys Spirit so they either have to revert the iron will stridor interaction or make iron will useless while spirit is phasing. Since Spirits addon got change she only has two phasing speed addons which is made more important for her to mind game at loops , so I suggest that they increase her base phasing speed. Those were some changes I could think out of the top of my head that needs addressing.
I rather she have been given an add-on similar to Freddy's, which allows her to hear footsteps 50% louder while phasing.
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If we're going to get nitpicky here (which you are)...
The video isn't lying.
Running in a straight line will eventually run you into a wall or and obstacle that will allow the killer to down you with ease.
Also, in the context of the video, that is a leading sentence into teaching beginners about using their environment to get away from the killer. Its hardly trying to make a statement. If anything, its just filler to shift the conversation from one aspect of the game to another.
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This game doesn't do a whole lot of hand-holding for new players.
The on-boarding experience for DBD would be a thousand times easier if players received a notification when they encounter a perk for the first (second or third) time, explaining a bit more about what it does.
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@HealsBadMan said:
By cooldown, do you mean disabled? What if its a perk thats always active or activates under certain conditions? Also, is it a random perk or is there an order?
Disabled would be a more proper term for what is happening, but because "active" or "activate" is used in the discription of some perks, I felt "cool-down" was a more consistent word choice with how BHVR indicates a perk is non-functional.
At the start of the trial, Survivors would effectively have 0 perks.
I'm non-partial on whether its random or activates in clockwise order, starting with a Survivor's top perk. If it was in order, Survivors could be deliberate about how they equip perks--I don't necessarily see this as a bad thing.
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@Sabraiz said:
https://forum.deadbydaylight.com/en/discussion/comment/2558350#Comment_2558350
At 24 seconds to activate, Boon Totems are the new Self-Care survivor trap.
It's only 24 seconds on hex totems, 14 seconds on dull totems. And unlike Self-Care it only takes 1 out of 16 perks to give the effect to all survivors. And it's a 16 second heal compared to 32 seconds from Self-Care.
If multiple survivors bring a Boon Totem perk into the trial, that is multiple survivors devoting 24 seconds at the start of the trial to a perk that can be deactivated in 1 second, instead of making progress on generators.
Again, 24 seconds is only for blessing a hex totem. A 16 second heal is a net gain for survivors, since it takes more than 20 seconds for a killer to get the second after the first one, assuming the survivor knows how to run in a straight line and more if they go to a loop.
Also, even with the nerfed radius of the totem, it still covers 1810 square meters, compare this to the largest map area which is Mother's Dwelling with 12023 square meters.
I had not realized the 24 seconds was only for Hex Totems. I must have been given misinformation.
Thanks for the clarification!
I suppose I'll wait and see what happens on the live servers before trying to form any more opinions on the matter :)
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At 24 seconds to activate, Boon Totems are the new Self-Care survivor trap.
The time invested to activate, and recieve value from, a Boon Totem will be a net loss in time efficiency for survivors in the average game.
If multiple survivors bring a Boon Totem perk into the trial, that is multiple survivors devoting 24 seconds at the start of the trial to a perk that can be deactivated in 1 second, instead of making progress on generators.
Survivors who value activating their Boon Totem over gen progress will no doubt be the reason killers 4k games with ease again.
I was looking forward to picking up this new survivor. However, with the nerfs announced, I don't see myself ever including a Boon Totem perk into one of my builds.
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@Brokenbones said:
I have the answer!
The survivor he stabbed wasn't the one who's aura he saw. The bill was not the person who's aura lit up, It was in fact the Dwight who was hiding closeby. I know this because looking at the perks on the endgame showed Dwight had the perk 'Object of Obsession'.
Good spot! thanks for the answer!
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@bjorksnas said:
She was mending which isn't considered a healing action on the left side of the screen you can clearly see she had and lost the yellow mending bar, some effects in the game like snap out of it used to be considered healing actions for the sake of nurses calling but since patch 2.4.0 the line was drawn at just regular healing removing the other action that up until that point was considered healing which was snapping out of it, and mending (which was added in this patch with it) was lumped in with it not being considered healing for the sake of nurses calling and other perks / addons effects (other than mend time addons of course) .
good spot on the mending! there were two other instances last night that raised an eyebrow before this, so I'll keep running Nurse's and see if I can figure out why I wasn't seeing auras in the other situations.
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I love it.
I'm not convinced players are giving it enough time of day.
Its definitely not the best DBD map, in terms of gameplay. But the map is fun once you learn the layout.
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Did you slug, or did you pick up and let them wiggle off?
...if you slugged,
- how frequently would you say a survivor on the ground d/c'd?
- how frequently would people express frustration with being slugged?
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@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/comment/2519337#Comment_2519337
Actually I also thought about the idea of working once the match starts, but if the survivor starts Cursed they will know that the "third seal" exists before it has the effect. over the 10 seconds, I agree that I didn't need to, the effect could be immediate.
In this case, the best way to "reveal" the perk would be similar to others, in that Survivors only know they are Blinded the moment they would have seen an aura (i.e. Bond, OoO, Dark Sense, Empathy, Survivor being downed, etc.).
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@anarchy753 said:
Oh look, it's this thread again.
"Do you think Friday the 13th will kill off DBD?"
"Do you think Deathgarden will kill off DBD?"
"Do you think Last Year will kill off DBD?"
"Do you think Hide or Die will kill off DBD?"
DBD has set itself up in a position where I think it's fairly safe to say nothing will ever beat it on its own turf. They have so many horror icons that anyone who cares for the horror side of it is drawn to DBD over anything else.
It's important to realise that any game trying to make an "asymmetrical killer vs survivor" game has a very specific audience. You know where that audience is? Almost exclusively playing DBD. In order for them to get a regular playerbase they have to do something absolutely groundbreaking that pulls a huge amount of people away from DBD for a significant amount of time.
First off, they simply don't have the attention. Betas are releasing soon and their videos only have a couple of thousand views.
Secondly, they don't have wiggle room to sort out what players don't like. Look at Deathgarden, people didn't like progression or the gameplay loop a tonne, they just left. They tried to do a full relaunch and people left even faster. DBD has flaws but people have invested enough that balance changes can be a long way off and people are happy. A new game comes out with issues and you don't have that same investment to stick around while it improves.
Speaking of investment, people have thousands of hours in DBD. Even if something annoys them they still feel loyalty and like their work would be wasted to just drop it.
In terms of attention people who play DBD want to watch DBD. Even if streamers try out VHS they stand to lose a tonne of views after a couple of games if the viewers aren't gripped.
Lastly, I just think the gameplay looks flat out worse. Killers in DBD hate how much of a bully simulator it is sometimes, yet the entire gameplay loop of VHS appears to be survivors building weapons to bully the killer. The maps look ENORMOUS and for most of the time, there's no hint where anyone could be. The chases look very unsatisfying for both sides, the killer catches up fast and gets easy hits, but then are forced to awkwardly look up and with no form of scratch marks are essentially meant to lose the survivor most of the time.
I watched the deep dive on Dollmaker and while the power looks super cool and I'd love to see it in DBD, it looks so ######### and frustrating to play against. You search a truly massive map for a killer who's hiding and knows you're coming, but he's constantly on top of you with dolls that don't really benefit you to kill. When threatened at any point he can instantly be across the entire map and safe and just continue. That looks so rough for survivors, what're you gonna do, just spread out and hope one of you is near where he chooses to go to (despite him having warnings if you're where he's gonna teleport to) and then just get picked off?
It has some interesting concepts, but seriously, if anyone remembers it a year after launch they'll be lucky.
All valid points here, and I agree with much of what you said.
However,
As seen in recent history, a game does not need to beat its competitors in the same format in order to steal its audience.
PlayerUnknown's Battlegrounds stole CS:GO & Call of Duty's audience in 2017 until having its own player base stolen by Fortnite the following year. CS:GO's player base was cut in half in 2017 from its 800,000 average players until it went free-to-play at the end of 2018. Call of Duty tried to punch back with Blackout, but quickly realized upon release that it couldn't compete with its competitors in a pay-to-play model. It wasn't until Warzone came out in early 2020 that Call of Duty was even able to maintain a dog in the fight for battle royale games.
Moral of the story... Battle Royale stole the show from two games of completely different formats, and Fortnite showed us how far free-to-play (and crossplay) can go for a game.
VHS is in the same game genre as DBD, and therefore is wholely capable of giving it a run for its money.
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@HaunterofShadows said:
It is not survivor sided. Its actually pretty balanced. Killers are the power role in the 1v1. Survivors need to work together. That is how the game is designed to be.
If Killers are the power role in a 1v1, than pallets are gods.
At the end of the day, this game still has leaps and bounds to go before it is "pretty balanced."
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@D3spair said:
https://us.v-cdn.net/6030815/uploads/2G5S5VY7VHS7/image.png
If an Unpopular and probably the most unpicked Killer currently can 4K with no perks and add ons due to the majority of the Survivors player base are a bunch of potatoes. Any sane and competent developer will be careful of bringing buffs to Killers. There are probably a bunch of 4 Man SWFs out there getting absolutely rekt by a Legion.
This post cracks me up considering I changed my name to Lightborn Legion last night, and dunked on survivors 4 games in a row with only Lightborn. The 5th game I played well until I over-committed to a chase I thought I could end quick; Dead Hard saved the day and it gave the Survivors enough momentum swing to all escape unscathed.
I recently made a post about how survivor is so easy that people should be playing perkless, and it raised enough arms that I felt compelled to run killer perkless as well.
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My advice:
- When he starts uncloaking around an unsafe pallet, just sprint away as you would against a Pig dash. Keep an eye on him--if he cancels uncloak, you can double back to the pallet. Rinse & Repeat.
- If he wants to body block a window, body block him from beating you to the window and then vault it. If he has you clearly beat, change course an head to the next pallet or window.
As for All-Seeing...
Its a bullshit add-on. I've faced 8 wraiths in the passed 30 games and 7 of them ran All-Seeing. Not an enjoyable experience, considering 4 or 5 of those games were on Hawkins.
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I ran against 3 killers in a row today who I would have guessed were Green Ranks in the old system--playing killers they just bought in the past 48hrs. As a long time red rank, I was definitely scratching my head.
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@C3Tooth said:
Something like both W & looping arent fair?
huh?
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For gen progression, it'd probably be best if there is either a tug-of-war mechanic (cumulative progress across the board), or each team has seperate progress meters for the generators.
I would hate to work on a generator for 90% progress only to have the opposing team finish it because two killers ran me down off of it lol
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@Entinaty said:
https://forum.deadbydaylight.com/en/discussion/comment/2515594#Comment_2515594
A very interesting take on it. I do think that it does happen to killers as well considering the perks also get affected and are also run through all killers as well. What I would warn against is BHVR not showing to take both sides into consideration. For example, the Spirit change, while deserved gives a bit too much information to the survivor IMO at present. Directional audio is fine but visual as well but not addressing what could be done to utilize the downside of the power (the player's sight) was a bad move on their part. It seemingly tips the balance from one extreme to the other when I believe that it should have been more of a rework than just these simple changes.
Possibly. I'll wait till I see what the "dust" looks like before finalizing my own opinion. But I expect to agree with you.
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Its a shame the downside isn't "until a survivor steps in the trap." Rather than indefinitely.
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Well for one... Nurse is super boring to play once you get really good with her. It gets to a point where you just ######### on survivors.
But also... and this is the second time I'm going to say this on the forums today:
They didn't nerf Spirit because she was too strong.
They stated she was strong, but the reason for the changes was that her chase interaction revealed to be way less engaging and interesting to survive against than they initially anticipated. They thought the "is she phasing?" mind game would be fun. The community hates it.
That is why she was changed. Thats it. Nothing else.
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I think the rift exists for several reason...
With regards to an outcry whenever changes are made, I think it mostly has to do with the natural disparity between nerfing/buffing Killers vs nerfing/buffing survivors.
Virtually any change made to survivors & their perks effects ALL survivors across the board. Whereas, any change made to killers & their perks is only going to effect one specific killer, or the small few who actually use said perk to some success.
Thus, whenever a QoL patch takes place, the Killers feel like not enough was done, because only a few Killers were addressed. Whilst the Survivors feel like their whole world was turned upside down.
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@Haddix said:
Just curious.
The change log said Spirit was strong (which is undeniably true), but they never said she was overperforming.
They changed her to increase he skill ceiling and create more meaningful gameplay.
In short, they said "we thought the way we designed her would be fun go against. It doesn't appear to be so. We are changing her to make her more fun to go against."