LALYTHIA
LALYTHIA
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I agree that this mechanic is annoying. I understand the frustration that it takes you away from all of your objectives in the game (gens/chase/heals/off-hooking) and often takes 3-4 boxes which are spread out in the furthest corners of each map, which wastes precious time. And when pigs go after injured helmet wearing survivors at a box, it is maddening, as not only are you barred from doing your objectives, now you're an insta down and if you manage to get off-hooked you still have to deal with your helmet. The pig is one of my least favorite killers.
But, I do understand needing to have unique abilities to slow down the game for killers to be able to meet their objectives too. If every mechanic still enabled you to do your direct objectives, killers wouldn't have the time they need to have an opportunity to kill people before all the gens were done.
So, I hear ya. But this isn't really so much broken as it is working as intended.
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What do you consider a win?
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@johnmwarner said:
As someone who plays both sides about 50:50 and watches a few streamers who play both sides I get to see comments, whining, insults from both angles and it always comes down to one side trying to force their way to play on the other. Here’s the thing though, everyone had a different idea of the “proper way,” to play the game so we can’t go by that. All we can go by is the actual rules that the people who made the game put in them. Just some examples.
Survivors mad the killer didn’t “take it easy,” or farm with them when their first teammate killed himself first hook.
Killers mad that survivors shouldn’t be able to use DS in a locker, or shouldn’t go back to work a gen within that minute of invincibility.
Survivors mad that a killer tunneled them instead of making sure they rotated hooks so everyone got hooked twice before anyone got the death hook.
Killers mad a survivor unhooked right in their face with BT and then that person body blocked for them all to escape safely.
Survivors mad a killer stacked 3 gen slowdown perks and made the game “boring” for them.
Nah fam, I'm gonna continue to push for sportsmanship and consideration of others in this game. Always.
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@Crazewtboy said:
Is it just me or are other players noticing how bad survivors are even at red rank? It's to the point where I would rather be at green rank because they actually play better. I feel like it is too easy to rank up and that might be the cause of this problem, or maybe I'm just unlucky
Hey. The other day I ran by a locker and a window and meant to vault the window... instead I fast jumped in the locker (no quick and quiet) right in front of the killer. Even red ranks potato sometimes. 😂
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@AnnoyedAtTheGame said:
I hate SWF groups purely because voice chat is way to over powered to be used in this game, but it can't be taken off the groups.
Instead, SWF should be nerfed so they're not so powerful. I know an update is coming out, but i'm talking about a proper nerf. Extra gen speeds per SWF member, extra totems on the map, only one playable character at any one time, only one perk to be used by each member and not multiple perks that're the same, slow their running speed down by a %, don't let the SWF take all the same tools in the game so tool boxes etc, buff the killer vaulting/pallet breaking by a % for each SWF in the lobby.
My stance is that killer should be brought up on the same level as a survivor.
Example of what I mean. Earlier I killed 2 people, hooked the 3rd person, the 4th didn't come and save the 3rd, instead the 3rd person on the hook killed them self on the hook on purpose, and the 4th person with in like 5 seconds escaped through the hatch. SWF using communications to win the game a game.
You actually won the game. You killed 3 people. One person escaped. If this was being rated the killer vs the team - they lost. Balance, according to BHVR, is 2 killed, 2 escaped. So by any measure, this is not a problem, just because you don't like it.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1208524#Comment_1208524
People will eventually run out of ways to screw over their team if you keep punishing them for it. Considering your follow up to this would be walking up to the killer, you're already buying time for your team even if you're not smart enough to realize it. Especially since running up to the killer after getting off the hook pretty much screams DS. And the very fact that you're incapable of seeing how incredibly self-centered and selfish it is to ruin the game for your teammates cause things aren't going your way is proof that you're definitely not being rational.
https://forum.deadbydaylight.com/en/discussion/comment/1208531#Comment_1208531
A) In this scenario, you're the complete #########. Ruining the game for your teammates because the killer didn't play how you demand that they play is a giant ######### move. B) In this scenario, you didn't suicide on the hook. It takes 60 seconds under normal circumstances to get from first stage to second stage on the hook. The suggested anti suicide penalty wouldn't kick in because if you understand math, 60 seconds is longer than 20 seconds. And again, accidentally missing spacebar would only cause this penalty if you also "accidentally" tried to escape from the hook enough times and accidentally missed spacebar both in under 20 seconds.
Edit: ironically, the singular of a certain word is censored while the plural of the same word that was used in the quoted post isn't. Or maybe it was the comma that fooled the censor.
Nah fam, the person who is the ######### is the person ruining my game. I shouldn't be forced to play any game where someone is intentionally trying to make my experience terrible in any way possible and I would encourage my teammates to do the same. If they want to stay in that environment, thats their choice. But I absolutely don't have to take that #########, and I wont.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1208537#Comment_1208537
Ok, besides Freddy, aswell as moris and bad maps (such as hawkins and shelter), what is unbalanced that killers have which can't be countered easily.
I play as a solo survivor. Enough said. :)
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1208467#Comment_1208467
Fine don't take it from the guy who is a rank 1 survivor and killer and laugh over the truth.
I am also a rank 1 survivor main, and I am 100% certain that is not the truth. There are aspects that are more slated to one side or the other, sure. And several of the greatest of those disparities are being rectified this month. Playing a lot of DBD doesn't make your experience the gospel, good sir.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1208499#Comment_1208499
It's more than just being a survivor main. Most people who main survivor would prefer if people who they played with didn't suicide and ruin the match for other people. People who just post this
https://forum.deadbydaylight.com/en/discussion/comment/1208494#Comment_1208494
https://forum.deadbydaylight.com/en/discussion/comment/1208500#Comment_1208500
are the kind of problem players who intentionally suicide on the hook when they don't like something in the game cause they're not grown up enough to put their teammates ahead of their own self centered childish behavior. Had they actually given a reason they didn't like the idea, it would mean they're actually thinking. But just posting "No" means they're too self centered to accept any idea that doesn't cater to their selfish ideas instead of having a valid reason.
The only time I self-suicide is if A) I get a killer who is toxic as ######### - I don't have to play with complete #########, games are meant to be fun. B) I watch my teammates sit around with their thumb up their asses urban evading around the map while I skip entirely through first phase. Those people clearly don't need me.
At the end of the day, DBD is a bunch of individual players who are playing for themselves. It just so happens that on the survivor side, teamwork can make the dream work. I shouldn't be penalized for forfeiting the game to my opponent and going back to the campfire.
Also, every once in a while I miss a space bar hit and die unintentionally. I would not be willing to take a 25k BP hit for missing a tap of the space bar. No ######### way.
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@WhTe_Tygre_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1208505#Comment_1208505
I mean they really don't, all they want is an easy escape and no buffs to legion which is sad and unfair, all their meta and op perks should get nerfed
LUL "All they want is an easy escape and no buffs to my main Killer...they should be completely nerfed"...that also sounds super fair. :D I can see you're all about compromise.
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@WhTe_Tygre_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1208494#Comment_1208494
Survivor main lmao
Absolutely.
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@WhTe_Tygre_DBD said:
No great skill check and decreased size of skill check zone when ruin is up
As a survivor main, you are welcome to have this change made. 😂
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@obamagaming99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1208487#Comment_1208487
so first off let him have two taps by default and if an injured survivor is trapped they get downed if they escape, if they are healthy they remain injured after getting freed or free themselves. I haven't thought of many others but i think these two will buff him quite a lot
Yeah, they would. I don't think an injured survivor should go into dying state, but I wouldnt mind it adding something like a slower movement speed effect for a duration if they manage to escape. That's realistic.
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No.
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Buff him how?
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1208446#Comment_1208446
In a game that unless you're playing against Freddy, is survivor sided.
~*~spits out drink laughing~*~
Ok buddy. 😂
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1208431#Comment_1208431
As much as I'd love to quit from a game that was just ######### in general, this is just entitlement. Instead of waiting 4 minutes and maybe going on your phone, you decide there should be an alternative to something that's harmless. This would also lead to people bleeding out at their first down.
I'm not disagreeing with you, but you asked the question. I just gave you an answer. 😂
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@designator said:
I shouldn't have to be held hostage for 6 minutes because the killer NEEDS a 4k.
The bleed out timer in dying state is only 4 minutes and doesn't reset every time you're downed, so it sucks but it's not that bad. If you find yourself getting slugged a lot - run Unbreakable. I personally would rather crawl off into a distant corner and bleed out with dignity than give someone 2 death hooks when they're so intent on a 4k.
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@Cheers said:
So you want another alternative to dc without a punishment?
I mean, yes, that would be ######### fantastic.
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@Terra92 said:
I had a game the other day where both I and the killer offered up a BPS each. The killer decided to tunnel me and make sure I got nothing out of it.
I dunno, it just feels like a waste. I know I'm the billionth post to complain about killers tunneling but it just feels terrible to know someone doesn't want you to play the game, because that's basically what tunneling does. It makes you stare at a loading screen for a minute and then get tunneled for the next 3 while your rescuers get completely ignored. Throwing BPS into the mix is just insult to injury.
I'd be like if I drove around a block a few times looking for a parking spot, finally found one after someone left, go to put my coins in the meter, and a cop comes by with a tow truck behind him, hands me a ticket, tows my car, and then the police parks in my spot.
Ya just feel robbed of any experience.
Yeah, players who play killer often see BPS and think only of themselves. I only bring BPS if I am playing with at least one other friend. I never bring them for random teams.
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@DeadHardMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1207488#Comment_1207488
I have no problems with keys themselves, I have a problem with dull and skeleton keys having a chance of being freely given away.
It can and does break the game, at least partially. You're vastly underestimating the power of chest keys and how the Killer can be completely oblivious to one survivor having one.
By all means, keys from chests are indeed, to put it nicely, "bull crap".
No. Its perfectly fair to have a chance to spawn these keys out of chests. They made drastic changes to the hatch in end game and told survivors we just had to start using more keys. Not only are keys rare in the bloodweb, we have a lot more to spend BP on to keep our inventory afloat. So it is entirely reasonable to have a 3%ish chance to spawn a key from a chest for a survivor.
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@Helevetin_nopee said:
https://forum.deadbydaylight.com/en/discussion/comment/1206848#Comment_1206848
"Another nerf" I'd say DS got buffed, you can't dribble anymore, the stun is 5 seconds, longer than what it used to be, and it isnt countered by enduring anymore.
- Its still counterable - slug.
- Its not able to be used anytime you want - sometimes its a completely wasted perk slot.
It still has its drawbacks, so I can respect not calling it nerfed, but I wouldnt call it buffed either.
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@DeadHardMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1207464#Comment_1207464
Hate to break it to you but even the chance of obtaining a game ending item can break the game.
And its not like I literally waited for them to finish gens until there was a few left. I applied pressure like always and by sheer luck they managed to escape.
Having such a impactful item being able to spawn is a ridiculous gameplay design.
Imagine if the Killer had a "7% chance" of being able to Mori someone when they downed them. Yeah not exactly a good idea amirite? 🤔
Except it's not breaking the game. And your comparison is flawed. As I stated, there is not a 7% chance to get a key that will allow you to escape. The majority of baseline chests that produce keys produce green keys because it requires a perk to render higher rarity items from chests. If a killer had to pray to the entity several times in a match to gain a 1% chance of being able to mori a survivor - by all means. Implement that time wasting bullshit.
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@DeadHardMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1207450#Comment_1207450
When I said "Almost every time" I meant from my own personal experience, not speaking for other killers . But my point still stands, keys from chests are broken OP.
(edited my post btw for better clarification)
No, its a 7% chance baseline to get ANY key...which includes useless green keys. Its luck of the draw and it's designed to happen extremely infrequently, which it does. Also, if a survivor and "all their friends" are escaping through the hatch with a key - they have obviously done all the gens necessary to get there...so it's not as though they've done nothing in a match while you're just out there being Captain Kill-a-Hoe. 🙄
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@DeadHardMan said:
Almost every single time Survivors put themselves into a 3 gen situation, one of them miraculously finds a key and escapes along with their friends.
All the prep work and effort the Killer had to do is now completely discarded because free escape keys. Why is this allowed and how is it fair?
If one of the Survivors brought a key right from the start, I can completely understand and revise my strategy. But there's literally no counter to unexpected keys from chests in a 3 gen situation.
I can confirm that this does not happen every single time a team is 3-gen'd on a map. In fact, I can assure you that it doesn't even happen that frequently. LOL
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Are you on console? IME, PC killer queues are much longer.
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@Ghostwithaface said:
https://forum.deadbydaylight.com/en/discussion/comment/1207067#Comment_1207067
Yeah last i look, a survivor could stay around near the hook area, to avoid the effects of bbq. With the killer having no idea if they are in a locker or nearby. That and once the killer leaves, will be able to unhook their buddy in safely and than go run off some place to heal in safely or depending on their perks, heal right under the hook. That and a few minor boldness points. For being near the killer. Yeah i would say there are some benefits to staying around near the hook person, for a bit at least. Long as they can remain hidden from the killer.
https://forum.deadbydaylight.com/en/discussion/comment/1207087#Comment_1207087
Yeah some people just seem to want killers to not do anything. Like you go after the hook person you are camping/tunneling, go after the person who save them, you are tunneling. Like is the killer not meant to perform their goals of killing the survivors, by sitting in a corner while a survivor is on hook, so someone can free them with zero risk? Sounds like it would be boring for both killer and survivor if that happen and kind of defeat the point of burrow time, if Risky saves don't exist.
This is in response to your second statement. I don't know any survivors who would classify you hitting the off-hooker as a "tunnel". Anyone willing to say that simply doesn't know what a tunnel is (apparently someone in this forum? LOL).
Survivors don't expect a killer to go to a far corner and hang out with their thumb up their ass. The expectation is the killer should go do the things he was designed to do...hunt down another survivor, destruct gens and slow the progression of the game, chase other survivors and destruct palettes. All the things that allow both killers and survivors to maximize their game to the advantage of their in-game currency and rank. This is not an unreasonable expectation. BT exists because camping exists. If this was a chicken and egg scenario, camping would be the chicken and BT would be the egg. Same with DS. It is not as though people are exceptionally excited to eat up perk slots to counter play styles, it is just an unfortunate necessity.
Also, you think having a safe match is boring....try getting face camped match after match as either the hooked person or the survivors in a gen simulator. It's a ######### snoozefest.
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@skynightjourney said:
https://forum.deadbydaylight.com/en/discussion/comment/1207153#Comment_1207153
It’s alright my brain is slow all the time. What I mean is specifically if the hatch is opened by a key and it’s not opened due to there being one survivor left, and the killer closes the hatch after someone opened it with a key while there’s still a gen left THEN egc won’t commence and the survivor’s alive who didn’t escape through the hatch key opened hatch would still have one gen to complete. This could bring coordination with the team to open and leave through hatch together rather than a survivor with a key leaving his team and then starting egc once the killer finds opened hatch. This won’t affect last survivor hatch mechanics though just if the hatch is opened by the key.
Ahhhhh, I see what you're saying. People who miss the boat couldn't necessarily just run to a door as an alternative, but would have to resume their objective? Thats not so bad.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1207136#Comment_1207136
The last mid-chapter - and I'm saying this as someone who doesn't believe that there is an existing bias towards either side in general - was one of the most survivor-centric patches I have ever seen, at least in the way it was presented. I suspect this is a case of confirmation bias - you expect to see killer-favoured patches, and so you take note of the killer buffs and survivor nerfs more than you do the reverse.
I'm genuinely interested to know, how was any patch in the last 12 months significantly survivor sided?
And I wouldn't say that I think any of the patches are done because BHVR devs just like survivors or killers more. I'm more of the opinion that changes that are happening are necessary for killers, but have been to the detriment of solo survivors - who are unfortunately just lumped in right alongside SWF without any of the luxuries that make SWF so strong and are the reasons for the changes being made.
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I like to use Franklins when I play killer and see a solid flashlight team...or a Halloween lunchbox. I like to smack it out of their hand and yell, "MY FLASHLIGHT/LUNCHBOX" and then cackle with maniacal laughter to myself like a crazy person. 😂
I was surprised how clutch Plunderer can be for survivors. I ran it for a little while and had a couple situations where I was either able to get a much need high-end med kit while injured, or a toolbox for multiple gens, or a key when I was last on the map. I have played for a long time and only recently have I actually run that perk. Idk that I'd consider it part of my main build, but It was a nice change.
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@skynightjourney said:
https://forum.deadbydaylight.com/en/discussion/comment/1207086#Comment_1207086
I mean like if the killer closes the hatch egc doesn’t commence and the survivors that didn’t leave yet still have to do last gen before they can leave, so it would make keys more of a no one left behind type of deal. Sorry I wasn’t that descriptive, my bad!
My brain is slow today...
...but if the killer is closing the hatch, that means there is only one survivor left on the map. If the killer murdered your teammates with only 1 gen done this would mean a lone survivor would need to finish 4 gens before they could use their own key? That's not viable. If you just meant they have to finish 1 gen regardless of how many are left, that just seems like a means to unnecessarily elongate the game for both parties.
If you have multiple people alive and gens still up, no one can leave until you meet the requirement in place that is one more gen to be done than the number of people on the map. So if everyone is alive, all the gens do have to be done before you can use a key anyway. The requirement gets tapers depending on how many are alive because of the aforementioned last survivor situation and the fact that this game is not designed to be a 1v1.
I dont know that this key situation would work without being a huge nerf during a period of the game that is already heavily killer sided.
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@Fibijean said:
The short answer is, they don't.
Every time a new patch comes out that contains more buffs for one side than the other, people start complaining about a double standard that doesn't exist. If anything, the frequency of changes which inspire this kind of reaction in players on both sides would suggest that neither side is actually favoured over the other when it comes to balancing.
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/143472/killer-v-s-survivor
Oh, you're talking about this ONE patch that's going to make this game a bit more skill based rather than just mindlessly Hold W and dropping a pallet or two while 3 gens fly by?
Were you crying when Ruin got nerfed?
Did you make a thread saying "Please explain to me why survivors get their needs and killers don't?"
No? Why not?
@Schmierbach said:
Neither side is favored. Stop thinking they are.
Nah fam - the last year+ has been steady additions of mostly killer-centric patches.
But, to answer @ChosenPython46, it's because SWF exists within the survivor community and has had an advantage over killers. Though they may not be the majority of teams, it's enough to render Killers' games against them insufferable. So, adjustments that affect all survivors are being made to make the SWF/Killer dynamic much more balanced. Unfortunately it really causes solo survivors to start to feel like their matches are insufferable instead...but we'll have to see how/if/when that is addressed in a future update. They can only please so many people at once.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1205687#Comment_1205687
Wow, the overwhelming hypocrisy here is mind boggling. Saying survivors have zero incentive to hang around a hooked person is blatant BS as everybody will know. Then you say the only reason to do it is if the killer is in the area which is the exact case 100% of the time when a killer hooks somebody because in case you haven't been paying attention, they're not immediately teleported away from the map after the hooking animation finishes. Of course, there's the rampant hypocrisy of saying the survivor had valid to reason to camp if the killer is around while pretending that the killer doesn't have a valid reason to camp when another survivor is around.
There actually was a hook progression slow down test when the killer were within a certain distance of the hook at one point. But survivors would non stop rush the hook and keep the killer there (which is what still happens quite often now) and the killer would constantly be punished because the survivors gave him all the reason to stay near the hook. And of course, this was before the egc so the final hook was just an utter crap storm. Getting all 4 survivors out was even more ridiculously easy during that test phase.
I also wish this had a poll so I could watch you quickly wish this didn't have a poll. The idea of giving killers a movement speed slowdown for being near the hook for 5 seconds is one of the worst camping penalties suggested so far. Even most survivor mains would realize that's not a good idea.
I'm searching for the 'mind boggling hypocrisy', but I'm not finding any. But before that...
Survivors "camping the hook" is not a ######### thing. 😂 Survivors cannot 'camp' because they do get a penalty for staying in any one place for too long, unlike a killer who can stand in front of a hook for the full duration of both phases nodding their head for funsies. Stop trying to use this wording as though those two things are apples to apples.
Ok, back to your other commentary...
They do have a reason to be in the area, hidden, if the killer is in the area...they can't (well, shouldn't) run right out and try to off-hook when the killer is right there, so naturally they are going to get within a radius and hunker down, waiting for the killer to leave. There's a number of reasons for this: BBQ, proxying that give you a very small window, the person went down conveniently near you, etc. No one said anything about the seconds it takes for a killer to leave the hook as though we don't realize that a killer has to walk away - or even that a killer needs to reload hatchets, kick a palettre, or wants to do a cursory sweep of the immediate area. None of which is camping. We all know what camping is and it has nothing to do with whether or not a psychic killer knows someone is in the area.
The idea that survivors "force" the killer to stay within hook radius is somewhat true, somewhat false. I have definitely seen dumb survivors run in right away in front of the killer and so the killer ran back. This is more a low rank issue, but I get that. I would expect the killer to come back too if they legitimately saw someone running in, scratch marks a-blazing. But at the end of the day, it would also be a strategic choice. If you knew you would be getting a penalty, and there are two other people on the map, go scout the two other people. Or, pursue the person who ran in and smack them...deal with a couple seconds of slower movement speed and then chase them down and hook them too. More people off gens to save the originally hooked guy and another hook for you. Or, if the person on the hook is off-hooked by the time you get there and you're feeling spicy, try and smack them down again. No one is gonna like it and they may have BT, but there are several options that don't force your hand to stay locked at the hook while still pursuing your objectives. If you choose to defend the hook knowing there is a penalty, that's a choice. Like killers say all the time to survivors, adapt.
Also, the OP is just making suggestions for how to deal with camping because zero survivors find it to be a fun and enjoyable part of the game. Maybe it's not a 50% within 5 seconds...maybe it triggers after 20 seconds, which is plenty of time to scout or break a palette, etc. Maybe its 15% instead of 5. Maybe it's not based on terror radius...but a smaller set perimeter around the hook - say 16m, the same radius as kindered. Which means killers who use camping as a strategic choice still could - but would either suffer the penalty after a more reasonable time or they could camp just outside the edge of the penalty zone - giving survivors at least a better chance to save without having it be a suicide mission. Lastly, maybe it doesnt trigger in EGC or once the last gen is done, the penalty is removed. I understand camping the last hook.
This is just a discussion.
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I'm a little confused about the key change. Why do you care if there is no last generator going when EGC hits?
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That is yikes.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/1206748#Comment_1206748
That's the best you have? Ignore the facts and blindly push on with an untruth and insult someone because they don't agree with you? Hah, yeah Imma peace out on this particular argument. I wish you luck in your attempts at getting every SWF comm user banned. Let me know how that goes for you.
@elvangulley is clearly just a troll. 😂
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PSS: I do actually like this idea - mostly because I like seeing the moris, even if they suck. I agree, that perks effected by being off-hooked in or out of the killer's radius, like DS/BT, would need some way to activate still after 2nd hook, and it wouldnt take a hook off the map, so maybe the closest one just falls or something. But, all in all, I wouldnt mind seeing more mori animations without getting tunneled off first hook for a change. Maybe survivors could get a unique little exit gate emote. Something more original than a teabag. LOL
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1206822#Comment_1206822
Not always free though, we still have a perk called borrowed time :)
Also ds needs a nerf anyway.
No, it does not.
PS: it already received one.
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@GrannyonAcid said:
Camping killers is a terrible strat. There's really no way to camp anymore. Maybe if you're facing a Leatherface then it could be an issue. But with 3 healthy survivors and the perks they have. The killer has really no way to camp. Borrowed time and body blocking will easily get a camped survivor away free. You just got to have a team that's willing to man up and do it. If you have teammates that play afraid then it won't work. But if you have survivors on your team with any amount of confidence you're going to get saved.
If this were true it wouldn't be a go-to strat in red ranks against random teams (in my solo experience) for soooo many killers.
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So Part 1:
There's nothing saying this change would make the devs buff anything. Especially something like the example of DS - I don't think the devs would dare buff that perk for the original owner, which means current meta perks would like stay where they are and the 'weaker' version would just be weaker than they are now. That doesn't interest me at all ~*~imagines a 20 minute self-care cast~*~
Additionally, I have never really had a hard time determining what perks a killer is running - including perks like NOED that, other than process of elimination, you really don't have any concrete idea of until you either get insta-downed...or don't. I don't have any desire to nerf my ability to select from a variety of perks at their currently full strength, especially as a solo. I also don't need any indication about what a killer is running, that's easy to determine through game play. Knowing what perks a player is running seems to primarily be a killer desire, so, hard pass.
Part 2:
Without Part 1 this doesn't really make much sense.
I like the idea of a DBD-esque game where you have more classes of survivors with different baseline strengths...but that seems like it's stealing a page out of the Last Year book. I don't see how this would work in this existing game without a significant and expensive overhaul, much testing, and a lot of annoying matches along the way.
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I get mad - some when someone purposely ruins my match, but mostly when I see inconsiderate people purposely ruining the match of others for no reason. I have no problem telling someone why they angered me in post game chat, especially when that is the only method of venting your frustration.
As a survivor especially, my thing is that a killer can vent their frustration in the match. Someone does something that is your personal pet peeve or you find to be rude, toxic, etc. and you can literally kill their character and take them out of the game - reduce their points, their pips/rank. There is retribution to be had by killers, which I think allows for more satisfaction against toxic or unsavory people/game play and the ability to laugh it off. As a survivor, you have next to nothing inside the match - especially while playing solo. You get hooked first and die on first hook while being face camped by an insta-down killer...shrug...nothing you can do. RIP your points, your rank, the time you spent getting into the match, and your enjoyment of the game itself. All you have is post-game chat to voice your frustration.
The thing that makes me most mad at the game is typically just people who don't care about the enjoyment of the game for others. I've had matches where my team stomped an obviously newer killer (maybe not new to playing killer but new to that particular killer) and during the match I just let myself be sacrificed because it matters to me that everyone be able to get pts and meet their objectives. I sometimes play with my sister, and if we have a match like that sometimes we'll work together to die because 2 dead, 2 escape is fair and I know I'll at least black pip in a match like that. I've had matches as killer where I was stomping a struggling team - one of those matches where no matter where I go I keep coming across the same limping, sad, injured survivor or have most people death hook within 1-2 gens. I just let them have some time to reset and get back in the game. I don't find it fun to proverbially kick people while they're down and I know from personal experience that too many repetitive matches like that really sours the entire game for people. I feel like the lack of consideration that can come from both sides is the root of toxicity and animosity in DBD.
At the end of the day, the addage that it's "just a game" can go both ways. Yes, it's a game and you shouldn't take it too seriously even if people are doing things that trigger you. At the same time, it's just a game and games are supposed to be fun for everyone. Just because you can win by using a method that you know sucks the fun and enjoyment out of the game for others doesn't mean you should. And if it's "just a game" and not something to be taken seriously, why would you?
People just need to be more considerate, IMO.
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Well, they can't all be decidedly killer sided?
Also, The Game is definitely NOT survivor sided. There are just a few killers who really struggle with this, or any, indoor map.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1204561#Comment_1204561
Explain then.
As a rank 1 killer and survivor that is common knowledge, so try and convince me.
A killer never DESERVES to win until they have effectively hunted down and killed EACH INDIVIDUAL SURVIVOR, and they shouldn't need to be spoon fed buffs to do it. A survivor never DESERVES to die because their teammates played poorly or had some variety of disadvantage while the killer maintains an ever growing advantage as survivors are eliminated from the match. The idea that they do is asinine and entitled. Getting to the hatch as a killer is in the Killer's advantage. They can freely traverse the map during the match and during end game, and they are faster than survivors. Not to mention if you arrive at the hatch at the same time, the killer can stop you from being able to enter - even if you were slightly ahead of them - and can close the hatch in your face, even if you are standing on top of it. EGC is also extremely killer sided, especially since maps are becoming smaller with more dead space and doors are being purposely put closer together - sometimes within easy eyesight of each other from a central location with little patting necessary. With each person that gets removed from a match, the killer's job gets easier and the survivor's job gets much harder. The sole survivor on a map has the most chips stacked against them - the killer has the greatest advantage in most aspects. Making a small change like improving door opening speeds or simply not activating the lights is a reasonable request. Shoot, I would be happy if the doors just spawned opposite of each other. Survivors may have to engage in teamwork, but they are not a unit. They are individual people coming together to achieve a common goal. Killing the majority does not entitle you to a free kill of all.
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This was a nice post. 👍️
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@Salty_Pearl said:
They should either decrease the timer (because 1 minute is a lot of time in DBD) or make it so that it deactivates during certain scenarios. For example, if a survivor heals, repairs a gen, or goes into a locker, it should deactivate.
It also shouldn't work during EGC.
That would be really convenient for killers, wouldn't it. 😂
The perks as intended and shouldn't be changed.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1206481#Comment_1206481
OG DBD was quite an imbalanced mess. I don't know what do you miss about it. Infinites, traps under hooks & facecamping/tunneling, no servers & no bans = whenever killer started to lose they could just lagswitch if they felt like it without any threat of punishment, 100x times more bugs then now, just 3 pretty boring killers and only handful of maps. I honestly don't think you would like any of that. Main thing that made it fun was that it was new/everyone didn't know they can abuse everything and there wasn't anything else like it.
DBD today is far far far better off then it used to be, not saying it still hasn't got a long way to go but it's improving.
I dont know man, I had a lot more fun in original DBD - bugs be damned. The current state of DBD might function better, but I find the game itself far less enjoyable now as a solo survivor.
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@Gnarly said:
None of them also can't make it to rank 8 as a Killer😂
I assure you, plenty of Rank 1 killers camp. It is not as viable against SWF. It can be very effective against random teams. Especially when combined with their other favorite play styles: tunnel and slug.
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Then killers don't get what they want either. Its that simple.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1205691#Comment_1205691
You mean to the time when it randomly didn't work even when you perfectly hit the skillcheck and the stun never applied to hag ? That's pretty close to how it was when it released.
I honestly wouldn't care. Dead hard is just as buggy even today and it's still most people's go-to exhaustion perk. If I could go back to original DBD in its entirety, I would.
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@leyzyman said:
So, there are lots of people, as killer, hate the idea of DS being abused. And we all know lots of survivors hate being tunneled here. So, I think I've come up with a solution that COULD work.
Before you read, we should go over my definition of tunneling, which is: going after the same person after being rescued intentionally to hook them again, even if other targets are around. I understand slugging at this point, but I hate when someone targets others purposely.
Here is my ideas:
For DS: make the survivor who has most recently been unhooked have a new icon, or a status on the bottom icons. This icon will escentially say "I was the most recent hook". This would tell the killer "hey, they probably have DS, so I'm gonna not deal with them" or at most "I'll slug them" if they care about rank. This icon would stay for 1 minute after a hook, and transfer if someone else gets hooked during the 1 minute.
And now for the tunneling part: if this person has the icon and is chased or hooked, the killer will only get 1/4 of the score or emblem points compared to a normal chase and/or hook, and the survivor will be rewarded double points and emblem score for the chase and hook.
The thought of this is that most people on the forums, and for the game, do care about the ranking system. If you impact their ranking so harshly, then most people won't want to tunnel people and re-hook to get a survivor out of the way quickly and not in a fun way.
I do see some issues that could come along with this:
1. People who don't care about the ranking system will just tunnel anyways. Solution: I got nothing for that.
2. Survivors will have a higher rate of being slugged. Solution: you see quite a few people running unbreakable, so it will become even more meta. Maybe other anti-slugging perks will become more meta too.
3. Unbreakable will become more popular, causing killers to be upset. Solution: well, the slug at least causes some pressure. With the incoming smaller maps, I think it wont be as impactful as it used to.
4. Survivors could abuse this to make killers tunnel then. Solution: remove the 2x multiplier if it becomes an issue.
5. Killers will just camp the hooks more than instead of tunneling. Solution: something should be done about camping, but idk what yet.
This is just a concept, but I want to try and pitch ideas to help both sides at once.
Any ideas for improvements? I am open for ideas.
This wouldn't solve anything and would only serve to absolutely annihilate DS. Killers do not care about BP. I know, I have had NUMEROUS killers tell me that after a match where they camped/tunneled, killed some or all of the survivors, and got a pittance in the points department - stating in post game chat that they didnt care because they "did their job". The only way this would potentially impact a killer's willingness to CHOOSE not to tunnel, would be if it was a guaranteed depip, which no one would agree with.
I find it kind of crazy that you would even pitch the idea of taking the current multi-functionality of DS and dumbing it down to a "hey, look at me - I just got off-hooked" icon and a few more BP. No one would use this perk.
Killers don't play killer for BP...they play killer to kill people. This would never work.