LiquidPhat
LiquidPhat
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@danielmaster87 said:
Killers are weak, which is why they needed stuff like pre-nerf Pop/Pain Res to play catchup. The best examples of killer weakness is when you play M1 killers like Freddy or Pig, with or without perks. They have nothing for them in chase, so you're struggle to get a single down against good survivors. I don't allow myself to be fooled when I get 3ks and 4ks, because I'm reminded that those were given to me rather than earned, and that's a result of survivors having the advantage from the start. Top caliber or approaching top caliber survivors can just do the gens in the blink of an eye, and regardless of it they go down quick or not, you're not gonna be able to get them out of the game in time to play catchup. Remember, Prove Thyself and toolboxes were not touched, and new gen speed tools like Overzealous and Deja Vu were introduced.
It's so rough for killer, I literally don't try out new perks but for a few matches and on certain killers, because unless it's blatantly meta shifting like if we got a new Pain Res equivalent, it's probably not worth shoehorning into your build to see if it works or not. This mentality has crossed over to how I play survivor, not really testing out new/fun perks or builds. It's the price of being competitive.
When you play killer you either stop caring about losing, or you do everything you can to minimize your losses, which often times isn't enough. There's still too many broken loops for survivors on every map that have no gameplay for 90% of the killer cast. Quicker attack cooldown and 10-second longer gens didn't change any of this. The biggest downside of playing killer competitively is that you're constantly hit with gaslighting, virtue signaling, and skill questioning from the community. It takes guts to make posts like yours, truth be told.
You seem like your never happy with anything. "I have a beautiful wife and kids, I have a well-paying job and I live in a great house - but I know its all fake and I won't allow myself to be fooled by this happiness" Okay pal, good luck.
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I know how you feel. I love playing as a solo Q survivor, I feel more immersed when I play by myself. Its very rare that I play with friends or join the DBD server and after this update comes out, it feels like I have no choice but to play SWF just to even have a chance of escaping.
I just wish BHVR found a better way to balance SWF and Killers, without heavily messing up people who solo Q :/
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You're right, and survivors should be replaced with bots and killers should get a juicebox at the end of each round with a pat on the back.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2671675#Comment_2671675
Your lying because any person who really plays killer knows tunneling and camping are made up survivor words.
I guess t-bagging, flashlight clicking, and body-blocking are made up killer words then
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I like the map. I just wish it wasn't so bright (same with the cornfield maps) I wish it was more spooky..
I feel as though DBD is supposed to be a horror game and the bright maps are kind of taking away from that concept imo.
Now I'm not saying be as dark as before all the map reworks, but dark as in the reworked auto-havens or springwood for example :P
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What's considered winning? Because when I play killer, winning in my book is having fun regardless if I get a 4k or not. It's playing Michael Myers and knowing I jumped the hell out of survivors from the comments in the end. But that's just me.
And vice versa for survivors, whats considered winning? I don't mind if I die, I just like getting a decent chase in and trying to make sure my other teammates make it out alive. If not, then at least we tried right?
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2624116#Comment_2624116
I mean since we're in the topic of "interpretation". I can also add that people do the same thing on the other side.
Where they claim something is OP just because it worked. I have now gone against CoH multiple times and have not had nearly the issue that some on here are running into. Meaning that yes, they healed, but the totem was not accessible at ALL times because of where it was, and also not dumb enough to cross the map just to go heal when the best play at that moment is to stay safe. Something I don't think the people claiming CoH is "OP" even keep in mind.
So from their perspective it is only... "the survivors can heal at all times", when in actuality it isn't as simple as that. Survivors have to take time out from working on gens if they want to gain another health state.
I agree with this. Usually, people who light boom totems (from my experience at least), it's all the way across the map and I would have to risk going over there, trying not to get caught by the killer, just to heal. I would rather just work on a gen at that point.
I run CoH all the time, and honestly, I don't waste my time actively looking for a totem to bless. If I come across one, cool. But most of the time I just don't have time to light a totem. Or the totems I come across are broken because someone is running inner strength or just want to break the totem for whatever reason lol.
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I go up to it, and I press the button that allows me to destroy it.
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@Sabraiz said:
https://forum.deadbydaylight.com/en/discussion/comment/2576766#Comment_2576766
Same thing happened when original Undying was released, all of a sudden killers started using new perks, which survivors had been complaining about only facing the same perks and yet they complained and wanted it nerfed.
Wanting to face new things does not mean you want to face something stupidly strong.
To go in depth, the strength of Circle of Healing varies from good to stupidly strong depending on map and the location of the totem. Imagine Temple of Purgation and blessing either a totem in the back area of the mainbuilding basement or on top of the walkway there. An area that a killer has no reason other than wasting a lot of time, especially the basement area. The time it takes for the killer to walk down and there and snuff the totem and then back up takes a lot longer than 14 seconds.
Especially if you consider the fact that a killers time is worth four times as much as a survivor. I.E. 10 seconds for killer is 40 seconds for the survivors, there is four of them after all and all their actions are being done in parallel.
Now the same situation exists for Ironworks of Misery, Dead Dawg Saloon, Disturbed Ward, to an lesser extent Fathers Campbell Chapel and all indoor maps with multiple floors, considering that the boon totems have no restriction in the z-axis direction.
And we can even look at the area of effect of a boon totem, roughly 1810 square meters post nerf, roughly 2460 square meters pre nerf. Comparing to the largest map Mothers Dwelling which is 12032 square meters, one boon totem covers roughly 15% of the map as long as the entire boons area of effect is inside the map.
If we look at Midwich which is 7264 square meters it would cover 25% of the map, until you realize that Midwich is two floors with identical sizes on both floors, one boon totem potentially covers up to 50% of the map.
Survivors having access to 16 second heal where they don't need anyone else to heal them makes the late game really rough for killers since the survivors can just put up an area away from the gens where they run to and heal. If the killer commits and chases he loses the gens, but if the killer chooses to defend the gens all the pressure generated by injuring a survivor is lost for no cost from the survivors.
https://deadbydaylight.fandom.com/wiki/Realms#Map_Sizes
I have been mostly focusing on Circle of Healing here, but you should be able to imagine yourself how stupidly broken Shadow Step can be with a coverage of up to 50% of a map.
I already know posting this, every killer main and their grandmother are going to start ganging up, so have a good day.
Amazing example of victim complex here, taking an initiave to make yourself out to be a victim to the big scary killer mains.
Having been a reader of these forums for a while I can state with good confidence that the amount of complaints are pretty much equal between both sides. For every nerf survivor post I see an equal amount complaints about NoED, tunneling and camping.
And as someone that plays both sides in game, I do see how the game is heavily survivor sided. Biggest issue being map balance, but this isn't part of the discussion.
Okay.
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I don't understand. One minute killers are upset playing against the same thing, then when survivors get something new, that's potentially worth using - they want it nerfed. Then when we go back to using the same things, they complain again.
Then they complain about how survivors are just holding W - literally was playing with my friend and a killer got upset because she just held W, not because she's trying to make a great play or anything, but because she honestly sucks at looping and the killer got mad for making it too easy. So do killers want to be able to get easy kills or get looped for 5 gens? So I am sincerely confused.
I already know posting this, every killer main and their grandmother are going to start ganging up, so have a good day.
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No
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Oh wow thats cool, thanks for letting me know everyone! greatly appreciated :D
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TREATYOURSELF - 100,000 BP
DBDDAYJP2021 - 202,100 BP
HALLOWHOOPS - 1,031 BP
NOTATRICK - 100,000 BP
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Yes, it's the survivor's fault. See you next time.
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Spirit is dead, her father killed her.
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I think medkits are fine :/
I sometimes think people forget about survivors who solo, which I do the majority of the time. There are so many times when a teammate would refuse to heal me or keep messing up on a skill check. So I prefer to bring a medkit and heal myself.
If they nerf medkits then people are going to go back to using self-care and complain about that too. Or everyone's going to run inner-strength and there won't be enough totems to go around.
Have a nice day.
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2555655#Comment_2555655
Unbreakable only works once, and if I can force you to slot it, thats one less perk I need to worry about for something else.
Soul Guard is more complex, but in essence, you have to be unslugged first anyways for it to activate.
And regarding those both, they are already in the game, and Ill just slug you again, and again, as many times as it takes.
The purpose in this, is to sidestep the burdensome Hook mechanic, and also Survivor perks related to that, which many slot.
Also the purpose of this post, is to remind Killers that Hooking, though its been "programmed" into us behaviorally, is not the only way to play.
Slugging can be far more efficient, and most Survivors expecting the traditional Hook play, will be taken aback when the Killer doesnt play the way they expect.
Like I said, don't complain when survivors advocate as well for more anti-slugging perks.
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Feel free to advocate for more perks that cater towards slugging. Just don't complain when survivors bring Unbreakable and Soul-guard and want other perks that help us not get slugged also.
Have a nice day.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2554098#Comment_2554098
Nothing changed. It has always been the same 3 solid meta perks and the 4th being a utility meta perk.
Er yeah nothing has changed - that's the point I'm trying to make. But I'm saying when the perk DOES come out, I'm definitely running it in solo so I don't have to run the same meta perks anymore.
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You're funny.
I think a person who mostly plays solo, it'll be great. And I for one, am tired of playing the same 4 meta perks so this will be refreshing.
Good day.
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@hiken said:
clearly u dont know what take the game hostage means. take the game hostage is pretty much body blocking a survivor at the start of the trial and keep in there all game thats hostage.
Clearly you don't know what giving your opinion means. Nice try though, have a nice day.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2395258#Comment_2395258
I'm no game designer, so I'm not totally sure. One thing I've seen that I think I'd prefer to hooking is in other games the killer actually kills a player and then that player has to be resurrected. I'd prefer this because I think hooks are boring: kill animations would be way more fun, and usually when a player is dead and waiting they can spectate others, giving them something to do. Or maybe there's something they can do while waiting that's not necessary to win but does earn them points. With kill animations, there's no slugging, so that's one annoyance removed right there. In Haunt Chasers (a very different asymmetrical game), when a player dies they go to one of many graves and only the other chasers, not the ghost, know the name on the grave to look for. That's an interesting way to handle the death/resurrection mechanic. The killer knows the general area to which the survivor(s) will go, but the killer doesn't know which specific grave to just stand and stare at.
I think there need to be more objectives for survivors to slow the game down and also to make survivor gameplay when the killer isn't chasing them more interactive and fun. If the game is slowed down, however, then the killer's ability to camp and tunnel has to be removed. I don't mean punished but actually made more difficult and less rewarding than it'd be worth to even attempt it. Tunneling a survivor out should not be the best way to slow down the game, anyway.
Right now, the best way for a survivor to complete their win condition of escaping is to rush through gens and avoid interacting with the killer as much as possible. For killers, the best way to tilt the game in their favor is to make the match a 3v1 as fast as possible. When killers are struggling, camping a survivor on the hook can be an effective way of turning the tables and bringing the other survivors to them. What this means is, for both sides the best way to win is to stop the other side from getting to participate. In other words, the most efficient way to play is to ruin the other side's fun. That sucks.
Neither side should be able to rush through their objective and give the other no opportunity to participate. This may require more structure to achieve. All four survivors stealthing around trying not to interact with the killer shouldn't be a thing. If the game has more objectives or more structure, then maybe some objectives require stealth and others require bold interaction with the killer, giving both types of players chances to do what they find most fun while the killer doesn't feel like they're not getting to interact and earn points. This may also mean there'd need to be a shared number of lives amongst survivors rather than the individual three-strikes-you're-out system we have right now, but that might require better matchmaking so one potato doesn't equal a total loss for the other three players.
Sorry, like I said, I'm no game designer. I look at what people complain about and trying to come up with ways to solve those issues, but my ideas are general rather than specific.
Edit: An idea I forgot to propose as an option is that matches are timed, there are objectives to do, and deaths aren't permanent until maybe the very end of the match. The devs could truly make the game casual and focus on fun rather than players stressing about time management or feeling singled out. Different objectives on different maps as well as environmental kills could also spice things up.
No need to apologize, I think you brought up amazing points and I 100% agree with them. As a person who plays Haunt Chasers and Home Sweet Home: Survive, I think the revive system would be great and actually having the killer kill you and a chance for a revive would be refreshing and bring back the horror aspect of the game as well.
As of right now, in order to "win" both sides have to do something that risks the other sides fun, and it really is unfair and as you said before, it's just bad game design, which is a shame.
I really hope they implement some of these suggestions to help with the gameplay health and to eliminate the "us vs. them" mentality and for both sides to genuinely have fun. Thank you for sharing your opinion on this matter :D
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2395190#Comment_2395190
I think that's bad game design. I honestly don't know how game developers thought "Let's take players and sideline them for minutes at a time during which they're not able to do anything and not gaining points! They'll love that!" Killers have two main things in their kit to slow the game down: hooking and slugging. Both take the survivor out of the game. But killers can't just not do those things, the game is designed so that they are required to hook and slug in order to slow the game down, earn points, and get kills. Killers who never slug are playing very nice and limiting their own options to their detriment for the benefit of the survivors.
Players have no control over how the game was designed; they have to play within its boundaries. If players don't like the mechanics, they can tell the devs those mechanics aren't fun, but the issue is the game itself and not the players who use the given mechanics.
Would would be your idea on fixing the game's bad design? Some people would suggest increasing gen times/giving a second objective (besides totems), at the beginning of each match, having a setup time for killers such as trapper and hag, etc.
I personally think another objective would be fun to do (and give survivors something new to interact with) and could potentially give a nice pace to the game where the killer doesn't feel like they were gen-rushed.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2395159#Comment_2395159
Well, that's a slippery slope, it leads to misunderstandings.
I will say, I don't find being slugged for the 4k fun, but it's something the devs have made necessary due to how they designed their game. It would be extremely unfair to punish players for adapting to their game's mechanics. There are challenges and achievements that require killing all four survivors, so punishing killers for trying to do exactly that wouldn't make sense.
That's understandable. What are your thoughts when survivors say "Well the person slugged basically aren't allowed to play the game, they aren't getting any points slugged, etc"? :o
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@TragicSolitude said:
"Holding the game hostage" isn't an opinion thing, it's a defined reportable/bannable offense. Slugging for the 4k is not holding the game hostage, and hiding because the killer is slugging for the 4k is not holding the game hostage. Both of you have options that could bring the match to a close (he could hook the slugged person and if/when they die the hatch spawns) but are choosing to continue on.
As survivor, you can choose what to do. You can hide and try to wait for the other person to bleed out. Sometimes I do that. If I just want out, I'll make noise notifications and give myself up to the killer so I can move on to a new match.
Theres a clear defintion of "holding the game hostage" I'm basically asking your opinion on the matter and whether you agree or disagree with that definition. Thanks tho.
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@Pilot said:
To further clarify some other things you might ask yourself:
https://www.youtube.com/watch?v=uRFGT9JZZZo&ab_channel=GamingNeko
I'm more so asking what you think, but thanks!
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I don't really care if I escape or not, as long as I had a nice wholesome match without dying the first minute by being tunneled to death, then I'm fine and don't mind dying or sacrificing myself for someone.
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Did you know.. that if a killer walks up to a pallet, there a button that allows them to break it? Shocking, I know.
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Survivors might as well start off slugged to the ground to make it easier for killers then. Are we seriously complaining about running? Just wow.
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I hate going against Freddy's, Deathslingers, Clowns, Doctor's, Wraiths, and Legion xD
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Although I get a lot of bubba's who facecamp, I still love going against them, specifically looping them, not knowing if I'm going to make it to the next pallet or not, because I just find it thrilling and fun xD I wish they didn't camp so they could engage in chases more though.
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This reminded me of one of my matches today. I was going up against a Trickster. I didn't encounter him the whole game and he didn't get any hooks. I felt bad so when I opened the exit gates I stood there with this other survivor I was solo queing with, so he can throw knives at me and hit me to get some points. I never t-bagged him or flashlighted him.
Well he added me and the random I played with and invited us to a custom match. I thought he was going to practice playing as trickster so I had no problem helping. Well the random survivor disconnected and I found the hatch and escaped. I ended up leaving the custom match because I wanted to go to normal matches to save up bloodpoints for the RE chapter.
When I left he messaged me saying stuff along the lines of "Why did you leave you coward?, You were taunting me last game" and I'm like what? What is he talking about? I felt bad, so I stood still and let him hit me so he could get some points, being as though he didn't even hook anyone. He didn't even down anyone in the match we were in before he invited me and the random to the custom. I was just trying to be nice, as I said, I didn't t-bag him nor flashlight him. But he took me standing there and letting him hit me, instead of leaving, as being toxic and taunting.
I was genuinely just trying to give him some bloodpoints, and it wasn't my intention to be "toxic" or come across as taunting. But I guess that goes to show that people have different opinions/views on what is considered toxic or taunting :P But yeah, that's just my story I wanted to share. I've never encountered anything like that in DBD before. So thanks for whoever takes the time out to read this and I hope you have a nice day :)
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I think it's more boring for both sides rather than toxic. But that's just my two cents :P