Mochan
Mochan
About
- Username
- Mochan
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Too many killers can't deal with "second chance" perks. You guys are hilarious.
It's just a game. Keep playing it and maybe one day you'll get good at it.
I get downed by killers a lot, I don't complain how unfair things are and killers need nerfs blah blah blah.
You want hell? Try being a stealth player in this game. It's so hard every killer is packing tons of detection perks and abilities. It's a nightmare. That's not even counting killers like The Nightmare who you can't even see, so it's almost impossible to stealth them. You don't see me asking for nerfs to BBQ or NC or Doctor or whatever.
-
@Ember_Hunter said:
I have gotten numerous Green Keys when I don't need them (And did not have Open handed)
I have only SEEN one survivor ever loot a red key without a perk before. And of course there is Monto.
Curious, who is Monto? A popular streamer who specializes in Plunderer Build?
-
Before this should even be entertained please remove Broken Keys from the game, they are absolutely worthless and annoying to get.
As for Pink and Purple keys, they are still very rare to get even with Plunderer on. I played this way for an entire week in response to the EGC changes, just to see if it was a viable playstyle in what is arguably a more difficult endgame for solo survivors.
I did manage to escape quite a few times through the hatch but it wasn't something common or easy to do. It was a lot of fun, though. It's like going through three lootboxes every game, except you're not paying money to buy lootboxes.
Granted I didn't play like a jerk and just hide in a locker after I found a key, but I only found a key in 1 out of maybe every 4 games. They are not that common even with the better drop rates and Plunderer. And I still didn't get to escape in every one of those 4 games, because you still need to survive and find the hatch. The killer still has the power to down you and kill you normally, because the key offers no other real benefits unless you take Ace in the Hole, and even then Bond is leagues better.
-
I don't see why Pig and Legion should ever beat Spirit in a sprint. Spirit is based around her fast movement ability.
Pig is built around sneaking and bear traps.
Legion is designed to go into slasher frenzies against all nearby survivors.
As for Sprint Burst, well what do you want SB to be even less useful than it already is? SB has long fallen out of favor in the meta. You just want Pig to absolutely hard-counter Sprint Burst as part of your base kit.
-
I've already memorized the common totem locations since I basically start every game looking for them. It's not hard and I think everyone should be breaking totems before doing gens, to be honest.
It also gives killers what they want -- a longer game.
Well, it works for me, because breaking totems is a lot safer than doing gens, so it ups my survivability as well. I'm not really complaining.
I kind of appreciate when I have a team that's good at doing gens, all too often I get into a group that is bad at it and after I've broken all 5 totems there are still 4-5 gens left to do. =_=
When that happens I know we're all going to die, hahah!
-
@Frozenscum said:
Cause Doctor is not much a threat or any kind of annoying Killer. While myself maining Doc I dont feel any pressure when I play against him.
You probably loop as survivor. If you stealth as survivor he is soo annoying to fight. I guess it's true, stealth players are a dying breed.
-
I like the celphone concept. They should definitely do that, stalking ala Myers to expose is just too close to Myers already, what's the point? At least give us some new mechanics to mess around with.
The Traitor Survivor is also interesting.
4v1 becomes 3v2 but Ghostface should be significantly weaker compared to other killers, or even to the survivors. One Ghost Face killer will start looking like a Survivor and be in the campfire, will secretly sabotage the game by breaking gens, wasting pallets, etc. but both will just be at 100% move speed.
Both Ghostfaces will have the ability to don the costume and remove the costume. They can only attack and do Killer things while they have the costume on, and when they remove the costume they look like the survivor that was in the campfire, and can do Survivor-like things but have no Terror Radius and they can break stuff with an ability on cooldown.
Too bad this will probably never happen.
-
I always use M&A on Myers. In fact he's the only killer I enjoy playing and I only enjoy it because of M&A.
-
@BillyIII said:
https://forum.deadbydaylight.com/en/discussion/comment/474617#Comment_474617
Found a killer main.
Found a salty survivor main.
-
If I enjoyed the game, I GG whether I died first or won a flawless victory.
It's good manners and basic gamer etiquette if you both played and the other player gave you a fun match.
Even if I didn't have fun but the other player said GG I always reply in turn because I have manners. But I normally have fun anyways unless it was such a bad stomp that had me on the hook 90% of the time and didn't actually have a chance to play.
-
@fluffybunny said:
You don't need Small Game. Even if it's for Ruin, it'd be better to practice your way through the skill checks. If you hop off briefly after a "good," it'll help you get the gen done. Once it stops sparking, it can move again. If it's for NOED, that only comes into play when end game comes. You don't get that many points while cleansing dull totems and it's honestly better to keep up the pressure with gens and saving than to stop to cleanse a totem that isn't lit.
While you're new, you should avoid perks that help others imo. We'll Make it, BT, Kindred, etc. I'm guessing by your build that you don't have any other characters to 40. Dwight would be a good one to work on next for Bond (good for information on who's doing what), though David is also rather helpful for points. If you run Self-care, maybe consider running Botany, too. Helps with the time.
Of the general perks, Deja vu is really good for knowing what gens to target and learning to keep an eye out for it (as you expressed). Premonition is good for seeing where the killer is coming from and learning to look around yourself. If you can afford to buy other survivors and put points into them right off the bat, I would recommend picking up Kate for Windows and Feng for Technician (to possibly mask failed skill checks).
I disagree. Those sound like famous last words for someone who got one-hit trying to open an exit gate.
The gen-rushing strategy is so prevalent that I found it's better for me to spend the game hunting down totems instead of doing gens, because once the last gen is done we're all screwed when NoEd comes online. I always cleanse totems as my priority in every game as a result these days.
-
Bond in my opinion is the single most important perk for a new player to have.
It's important so you can see your fellow players in action in real time and see how they play, so you can understand how to play better. It also helps you avoid the killer because it you see your teammates running towards you in a rush, you know they're being chased so you know to move away. It also helps you locate allies so you can get healed.
I personally think Bond is the best perk in the game. But that's just me.
Other newbie options:
* Self Care - when I started my friend recommended I play Claudette to get Self Care. I didn't and went Nea to get Urban instead. I regret nothing. I still don't run self-care to this day, but for newbies it's important to be at full health as much as possible. However I actually don't recommend this perk it just encourages poor play.
* Distortion - the biggest problem newbies will have in the game is BBQ and Chili. They are not going to last at all without Distortion, because they don't know how to play around BBQ yet.
* Small Game - important to teach you totem locations. Newbies should take this so they can learn where to find totems. It will also teach them where trapper likes to put traps.
* We're Gonna Live Forever - Bloodpoints. Bloodpoints are awesome. Sure it teaches you to be a hook farmer, but newbies need blood points more than anyone.
-
It depends entirely on what's happening.
I only hook heal when I know for a fact that the killer is far away or chasing someone else. I only know this if I have perks for it like Bond, Aftercare, Alert, etc. or if I see the Obsession Claws moving. If I do not know this for a fact, I do not heal at hook. It is too risky and will just get the poor survivor killed (or me killed, if I'm unlucky).
-
@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/472234#Comment_472234
Because there are 3-4 perks that only work when you are injured and No Mither gives you injured status from game start. No Mither on its own isn't really that great, but when combined with other injury reliant perks it is great. It also has the added benefit of being able to pick yourself up off the ground as much as you want should someone be doing no hook challenges.
It actually isn't, Dead Hard? Why waste two perk slots to get what you have by default (2 hits to down) and make it a not-sure skill check that requires timing and mind games to boot?
Resilience? Resilience is nice but you are giving up 3 hits for a 9% speed improvement.
This is Not Happening? No, just no. Piece of crap perk.
-
@OMagic_ManO said:
Know what would make No Mither OP and actually reasonable? You leave no scratch marks, to compensate for everyone knowing you have No Mither and being a 1 shot all game, but I do reccomend No Mither if you want a challenge.
That sounds way too OP, but if No MIther did exactly that I would take it in a heartbeat to every match.
-
@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/472627#Comment_472627
I mean it somewhat counters Legion. Since he just uses Frenzy to make you a 1 hit down anyways, this lets you be stealthy even after he gets the free hit on you.
But I mean, if that's your greatest and really only strength then you're a ######### perk.
The only other benefit is in a sabo build. Since you can break the hooks and when the Killer goes to down you he can't slug you, but since you broke the hooks he can't hook you either. Pain-reliever made a video which includes using this strategy to keep the Killer force to repeatedly down him for 2 minutes before he could hook him.
Actually Legion counters No Mither by not going into Frenzy and hitting you normally.
-
@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/472395#Comment_472395
Everyone saying that No Mither counters X or No Mither counters Y is actually stupid.
”No Mither counters Bloodhound” You know what else counters Bloodhound? Being uninjured.
”No Mither counters Exposed Perks” by making you Exposed all the time? That definitely makes human sense.
“No Mither and Iron Will is stealthy” It’s only just as stealthy as being uninjured—except when you run No Mither, you’re on a 1-hit down.
”No Mither is good for gen builds” WOW, Resilience and This Is Not Happening make gens go SO much faster! I can definitely see myself benefitting from a 9% increase in repair speed and hitting those great skill checks I probably would have hit anyway! That’s definitely worth the trade-off of being on a 1-hit down all game!
Face the facts: The only justifiable reason to equip No Mither is to make the game harder for yourself. All benefits that you could possibly reap from being Broken all game are outweighed by, well, being Broken all game. It’s a challenge Perk, through and through. A badly-designed one.
Except staying uninjured throughout the entire trial is not a reasonable expectation. Sure it happens every now and then when you get lucky or if the killer is not very good, but this is far from the typical situation.
We know that No Mither was designed as a challenge perk from the dev's own words, but like you said it's badly designed. There are just too many drawbacks - the main one (being one hit) is also such a big one that it outweighs anything good that comes out of it.
I would like to have a perk like "Blood is Thicker than Water" or something that prevents you from leaving blood pools, because frankly it's something I've always wanted. The only way I can get it is to play No Mither, which is sad.
-
Well the other popular suggestion is to create more objectives. Which works for me, too. But BHVR doesn't seem to be interested in doing anything of the sort.
My suggestion is just the "easy way" to do it, but I'd be happier with generators being locked, or turned off, and you have to find a key somewhere on the map to unlock them so you can work on them, or a key to turn them on, or even both. In return the 80 second repair time shoudl get cut short.
This would make for much more dynamic and interesting play than the 80-second idyllic generator simulator we are playing.
-
I'm seeing some people here say they are more than happy to pay for the Battle Pass.
I'm not on a high horse so much as I find it distressing there are people willing to drop down and bend over to pay for these things, even if they don't affect gameplay.
The industry would be way better without microtransactions, I find it crazy that there are people who actually think microtransactions are a good thing, or want to pay for them.
-
You misunderstand what I am saying.
I am not saying make the regression do 10x more damage to the gen.
I am saying Generators should take 10x longer to repair. i.e. - if a generator takes 80 seconds to repair today, they should make it that it takes 800 seconds to repair, but remove the ability of the killer to kick it and make it regress.
Some perks would need to be reworked like Pop Goes the Weasel or Surveillance, but I think this is a better direction for the game to take. It doesn't need to be 10x longer the fine tuning I would leave to the developers, but I do not think that they current way the game is setup is good for anyone. There's a lot that can be improved.
I realize that this was how the game used to work (no regression possible) and that killers were given the ability to break gens becuase it was too easy for survivors, but back in 2016 generators took way too fast to repair as well. I think the game has come to a point where a suggestion like mine is feasible.
-
I tolerate the microtransactions in the game because mostly you can get the premium content without paying. (Mostly, not always). And I tolerate it with a heavy heart.
I do not understand how gamers these days are so cucked that they are more than willing to let game developers and publishers milk them for everything they're worth.
It's a sad trend.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/486182#Comment_486182
But you do realize, that it's a 4vs1 game, yes?
That this perk can happen 4 times. That powerful survivor addons would happen 4 times, etc.
This doesn't sound balanced at all.
How many games have you been in where Mettle of Man actually went off four times?
I'd be surprised if you've even been in one.
Lots of things can happen in a game. Even if everyone were using Mettle of Man (which itself I have never seen happen since Ash came out) various things can happen, like the guy doesn't get rescued off hook in time, so he doesn't get the 4th hit required to activate Mettle of Man. Or he didn't get to heal after getting unhooked so he was dead on hook after just 3 hits. Or the last guy to die was never hit until he was the last survivor, so Mettle never activates. Or heck maybe someone just DC'd or suicided. I mean every game is a survivor DC'ing according to killers.
Unless you are regularly getting into games where 4 people are proccing Mettle of Man all the time, this is a nonsense argument.
-
@23flash said:
https://forum.deadbydaylight.com/en/discussion/comment/483895#Comment_483895
lol native english speaker, points out every mistake but yet says i dont understand what you're saying...ok lol. And mom is a 1 time use my guy. 1 TIME...Y'ALL MFS REALLY OUT HERE CAUSING ALL THIS RUCKUS OVER A 1 TIME USE PERK THAT HAS A NEGATIVE SIDE TO IT ANYWAY. ARE YOU KIDDING ME. YOU HAVE TO STAY INJURED IN ORDER TO NOT REVEAL YOUR AURA AND BEING INJURED YOU GRUNT IN PAIN, AND LEAVE BLOOD POOLS. ARE Y'ALL FUGGIN KIDDING ME? YOU DON'T UNDERSTAND THE RIDICULOUSNESS OF THAT? ######### A 1 TIME PERK. YOU ROCK BLOODHOUND YOU NOW MAKE IT THAT MUCH EASIER TO CATCH PEOPLE. and yea killers should be stronger than survivors but i just think they are way too strong. Like they have way too many crazy add on advantages. If survivors had some add ons as good as some of the red add ons or like something as good a mori but survivors then that would be more balanced. But whatever. At this point we will never agree. so gg.
Technically dull/skeleton keys are as good as Moris. They both do the same thing: they give you a significant short cut to "winning" (winning defined as escaping alive or killing survivors).
I do agree that Killers feel a little too powerful, but it's not a big deal. The killers really are supposed to be stronger anyway as you said, but what I find hilarious is how the killers in this community all feel that Survivors are way more powerful than Killers and have all the power in a match (that is just such a huge lie and is nothing but bad killer propaganda).
In the end, what determines the game is your skill and that of your opponent's. Luck is also a factor. But if you are outplayed, then you are outplayed. Simple as that. Some killers claim that at higher ranks 4-Man SWF cannot be outplayed no matter what you do. Maybe. I don't know. I don't really care. If you can't hang it at the highest ranks then you will de-rank and drop down somewhere where you can hang. Working as intended.
The problem is a lot of killers have such gigantic egos here they think they are the best players in the entire world, so if they aren't getting 4K's something must be wrong with the game.
-
@George_Soros said:
Devs talked about this in last stream. If I remember correctly, they said it may feel like you shouldn't be hit, but mostly because of the animation and the actual hitbox are not synchronized perfectly. (And latency problems too, of course.) But in general, the thing itself (getting hit the same time when you're dropping the pallet) is intended, necessary, and by the way, realistic too. I actually never experience this as survivor, probably because I just leave lobbies over 120 ping, but hopefully, those who have this issue will be better off when we all move to dedicated servers, and when devs improve the animation.
But even in the current situation: it's not that hard, just adjust your timing, and drop the pallet a fragment of a second earlier.
Nah, if you adjust your timing a good killer will see it and fake it, or just not get caught. I get that you don't see it much because you always play below 120 ping, but for those of us who have no choice and always play at 200+ ping this doesn't work at all.
Like I said, dedicated servers can't come soon enough.
-
Actually like I said.
The way the game currently works you are not encouraged to stealth. It is way more effective to loop the killer, then everyone else just gen rushes while the killer is being looped.
This is precisely what killers are complaining about, and why they are requesting to make the game longer.
I am suggesting a change that will fix both: it makes the game longer, and nerfs looping, so survivors will be forced to stealth at some point, because you cannot loop forever and you will eventually run out of palettes.
-
@lasombra1979 said:
Can we do the same then for when a Killer disconnects? All the survivors are teleported to the basement to watch the Killer go on the hook and the Entity taking them? Just wondering.
I would pay Auric Cells to see this.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/486021#Comment_486021
You want to be left to bleed out for 4 minutes every single trial? Sure, that sounds like fun. /s
It's fine. My fellow survivors can come over to pick me up then, or just pack NoMither or Unbreakable as suggested and you're back on your feet when the killer leaves you out to bleed.
These are valid strategies and alternative ways to waste a killer's time.
The alternative is everyone just plays looper builds, and we all know how much killers love that.
-
@NoShinyPony said:
With the current hook spawns, every meter counts. Don't ask to make Boil Over into another 2nd-chance-perk.
Your teammates can block the killer's way to the hook and tank hits to save you.
That's exactly the point of the perk.
Sorry I get that Killers don't like "second chance" perks but guess what Survivors don't like getting hooked.
If the perk never manages to give you what it's supposed to do (a chance to escape) then it is useless. Do you killers even listen to yourselves?
-
@mintchapstick said:
Boil over is already alright. Maybe not on its own, but I have a build that's: Flip-Flop, Boil Over, & Tenacity. It's obnoxious tbh. Killers walk into walls when they try to carry me & they try to slug but I escape when they eventually pick me up.
You also need saboteur and a toolkit to really make it work, hook placement is just so bad on some maps there's a hook around every corner and you waste 3 perk slots.
-
@George_Soros said:
Tunnel the one with the key hard, and hope the others won't pick it up once he/she is dead. Honestly, I think Plunderer is more dangerous: you don't even have a chance to predict they have a key.
On the other hand, we all have those 3K-s when the last one escapes. 4K is better of course, but 3K should make us happy enough.
Precisely this! I don't like bringing keys in the lobby because it's just asking to get tunneled. I prefer to go with a Plunderer Build so I can source my keys locally on-mission the Solid Snake way. Killers just don't expect it because of how non-Meta it is.
-
@Schwifty said:
I don't like using keys myself, I kind of feel that they might promote non co-operative game play where the person with the key will just skulk around in the shadows till they find the hatch and leave without putting their neck on the line to do gens and rescue team mates for fear of losing their key.
Saying that getting into a situation where the key becomes an option is kind of rare. I've never managed to find a hatch to open it with a key because the circumstances that need to fall into place are quite particular. That and the hatch doesn't make a noise while your looking for it within the context of opening it with a key so it's a lot harder than just looking for it when your the last person.
I'd probably go as far as to say anyone who has a key, finds a hatch and is able to use it deserves it because of how much needs to fall into place for it to be a thing.
Apologies, I tend to ramble.
I don't use keys per se, but my favorite build is Plunderer + Ace in the Hole and I find my fair share of Skeleton Keys just playing. When I use this build I never go into a match with anything equipped. It lets me stockpile a whole lot of junk in my inventory as well, hah.
If I were a douche I would just skulk in the shadows as you say after I secure my key, but I never do that. I always play for the fun and risk it all. Well technically I didn't risk anything since I didn't bring anything into the match.
You are correct though, it is very hard to get a hatch escape while you are not the last survivor. If you do, you definitely deserve it, even if you just lucked out. I do it a lot though, because I play with this intent in mind.
I also try to get my fellow survivors to join me, but most of them will ignore me and not follow me even after I shove the key in their face. They don't "get it" because it's such an off-meta way to play. I have yet to get the Achievement of getting 4 survivors out the hatch. The most I've managed is 3 survivors.
-
Would that every killer I went up against did this challenge, I might escape unscathed!
It would also make my dumbass fun builds really work, like my No MIther Tenacity Build.
-
How does it work with Nurse? Can you blink while carrying a survivor?
Seems to me this works best with Pig, you can Bear Trap them when they go down so at least they need to run around removing the trap. Most other killer's abilities get nullified playing in this self-imposed mode.
-
Turning Lullaby into a perk is too OP.
When fully-powered up Lullaby has a devastating effect. It needs counterplay otherwise game will be impossible for survivors.
Imagine Doctor with Non-Totem Lullaby, Distressing and Unnerving Presence, nobody is ever gonna finish a gen. Or even heal. Heck, they'd even be stuck in Insanity Level 3 forever, assuming Doc didn't kill them (He might want to troll them and leave them like that, I've seen many Doctors play that way).
I once fought a doctor and Lullaby powered up, I got 3 machine gun skill checks all in a row I couldn't keep up, there was no notification, they would spawn anywhere on screen and happened so fast with such tiny hit zones it was impossible. I missed all three, gen regressed from 75% done to like 25% done in a couple of seconds.
-
Sounds impossible to me unless all the survivors are brain dead.
-
Neither 3rd person or First Person is definitive for Horror. Both can be used effectively as a horror tool. First Person is definitely not the be-all end-all, most Horror movies we have since the dawn of cinema has been third person.
Silent Hill was good but I tend to agree with PigNRun I thought Alien: Isolation was far more effective at horror.
Too many jumpscares actually stops being scary after a while and becomes more humorous to be honest. Real horror digs in deep and you get that from feelings of helplessness, not from jumpscares.
I like fixed camera, if you played the original Alone in the Dark, they did some amazing fixed camera work there to up the horror, and it was't because the game was old. It's the same cinematography trick used in movies like Critters to suggest the point of view of a monster hiding in a bush or under the bed or something.
-
Ah I see! That I didn't know. But it's definitely a very niche case. What killer would close the hatch then camp it? If I the Survivor saw that then you can bet I'd run to the exit gate to open it, even if I had a key.
-
@Volfawott said:
I would love this.
The ability to mori spam that flashlight clicking, teabagging Claudette. Especially when she gets cocky because she didn't see a mori.
It's like an erotic dream.If it's baseline she would no longer get cocky because she knows there's a mori.
-
Just run No Mither or Unbreakable if it bothers you that much.
This kind of nonsense is dumb, and I say that as a survivor main. It's just as dumb as Killers asking for NoEd and Ruin to be baseline.
-
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/484212#Comment_484212
Like @Aari_Piggy66 said above the perk only activates when you're doing a specific action that goes with said perk. I don't see how its "not good enough" for a perk that only works within 8 meters.
(But I wouldn't mind seeing it implemented if they decide to change it.)
It's not a good reason because you lose literally nothing by letting the other survivors know there is Leader or Prove Thyself going on.
All of these buff perks should show up on the notification when they are in effect on you, there's no reason not to, other than Killer wanting survivors to be nerfed and doing suboptimal things more.
Leader is alerady a bad perk as it is after the rework, this buff would at least make it a solid perk to bring and not something pretty much nobody uses because you almost never get any mileage out of it.
-
@Blueberry said:
Surprising to me how many people pick Trapper
People like to rag on Trapper as a weak killer, but frankly he's very annoying because you have to be careful as you run or you get caught. Avoid grassy areas, stop before you rush for that unhook, etc.
He makes you paranoid.
That said, I'm surprised almost nobody mentioned Doctor. He is by far the killer I hate going up against the most, even more than Freddy. I'm a stealth player so Doctor is a nightmare to go up against.
-
@ClogWench said:
Plague is super annoying to face honestly. I also find every Wraith player to be really annoying and tunnely. At least before red ranks.
Pretty much every Wraith I go up against is a tunneler (since I don't play in Red Ranks). Nobody camps more than Wraith.
-
I don't even use Dead Hard because of Ping. Timing is super off in this game due to lag so I don't rely on looping or palettes or dead hard to survive.
-
@Raptorrotas said:
Oh wow that 0.6m/s make such a difference in finding the hatch first. Third-person-camera is way stronger in that regard.
The hatch IS a free escape. You have to do nothing and get out, ending the game with less than 8000points.
Closing the hatch in comparison doesnt end the game, it powers the gates to give survivor another chance.
Oh woes be the third chance to escape be actually slim. Failing to do objectives, then fail the hatch. Yes definitely it should become even easier after failing to press the I-WIN-button (SARCASM)
You obviously don't understand the mechanics of this game. The faster killer walk speed is just one advantage in finding the hatch (and it is a sizable one as well). But the real advantage is that killers can run around the map with reckless abandon and not need to worry about getting killed, and they can control the center of the map as well.
Survivors have to be careful walking around the map so they are never moving at 100% speed. Back before 2.7.0 I would sneak around the map looking for the hatch because at least there was no threat of the killer closing it. These days I recklessly run around hoping I get to it before the killer does, or before the killer sees me, because I have next to no chance finding it first otherwise.
The hatch is not a free escape. It's actually very hard to escape through the hatch unless you're packing a key.
-
Have you ever heard of the method to slug the third survivor and leave him to die while you hook the last survivor?
Killers have been doing this forever to get 4Ks, since way before the current EGC rules. It's something good killers do in order to secure their 4K and not leave things to chance -- and chance is weighted towards the killer anyway.
You should learn the technique if you really want 4Ks.
I you don't like Blendettes, well why don't you equip bond then run to them whenever you are chased by the killer. Works wonders.
-
A lot of these problems will probably disappear once we get dedicated servers.
Much of the problem I believe comes from the server advantage killers have. The palette battle already gives first mover advantage to the killer, but to give server advantage as well and lag disadvantage to the survivor makes it a losing proposition.
Dedicated servers can't come soon enough.
-
@[Deleted User] said:
Generator regression should help slow the game down, but it shouldn't be strong enough to stall the game either unless the survivors are refusing to work on the objective at all.
If killers other than Billy and Nurse had better map pressure, the current generator regression would be more potent, because survivors wouldn't be able to just rush generators so easily.
A Survivor being able to instantly tap a generator to stop regression, even when being chased, is definitely dumb though. Either a survivor shouldn't be able to do that (has to at least hold it for 2~3 seconds to stop regression), or killers should be able to punish it with due to a small flat amount always being removed from the generator when it's kicked in the first place.
I find it dumber that the generator keeps regressing after a Killer kicks it.
If you want to make it regress all the way keep kicking it.
In my opinion Generator Regression should be taken out of the game, period. Just make generator times 10x what they are today, but remove the ability to kick or make gens regress.
Longer game for everybody as killers like, but now Survivors have to be tactical about working on the gens. Looping isn't going to cut it just like that because you can't loop that long (there are no infinites) and palettes will run out, forcing survivors to rely on stealth to sneak repairs in.
-
In your honor I will bring my Sabo Tool Kit and use Boil Over, Saboteur, Tenacity and No Mither today to piss a killer off.
-
@George_Soros said:
Survivors have the most important tool they need to prepare for a match: communication (well, console players can't chat pre-game but they are just console players, they don't count). In return, the killer can see their items, which is not much information anyway: there's a huge difference between a brown medkit with Rubber Gloves and a green one with Abdominal Dressings and Gel Dressings, or BNP toolbox vs brown toolbox with brown addons. Not to mention that during the match survivors can quickly figure out most, if not all of the killer's perks, whereas the killer has to make an effort to remember the perks of FOUR survivors.
The game's balance is designed around a lot of factors, one of them being killer's ability to see survivors' items. It's fine as it is.
With all that, yea, I agree lobby dodging is just a pathetic thing to do, and even more difficult to prevent than DC-s: devs can't just start banning people for dodging. Not all killers do that, so even if it's annoying sometimes, it gives you a few more minutes of waiting time at worst.
It's not just a few minutes of waiting time. When there are more than one Camou Claudettes in the lobby I already expect the worst and prepare for a match against Doctor, because I know he's coming.
When I play Camou Claudette I usually end up fighting Doctor, if not Doctor I fight an Ebony Mori.
Killers having time to prepare is messed up and frankly ruins the game. They should balance differently. I also don't mind removing pre-game chat.
-
@Visionmaker said:
No. This has a significant impact on game balance. Killers are meant to be able to prepare their loadout with regards to what the survivors have.
The real problem is that killers are able to dodge with disregard. No one should have this privilege in a competitive environment.
This game isn't competitive though.
It's a casual game through and through.