NekoTorvic
NekoTorvic
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@WeenieDog said:
This might be a hot take, but I find shadowstep way more stronger. Circle of healing is straightforward and consistent in what it offers but shadowstep can make tiles into a nightmare, even if those set ups are rng.
They're both kind of ridiculous imo. The effect is just not proportional to the requirement. In another game, where killers don't need to snowball of of injuries and where killers can afford to waste time looking for survivors that leave no scratch marks, these perks would be fine. In current DBD, they're just not a good thing at all.
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I think it's funny that when they changed survivor movement there was a massive uproar and they corrected that ######### immediately and it makes sense because they fundamentally changed how survivors feel to play.
However, since Hellraiser they massively changed how Blight moves, how he behaves around tiles, just messing up muscle memory for anyone who spent time playing the character and thus far, not only have they not fixed it, they haven't even acknowledged it.
Blight feels so frustrating to play because you get stuck on trash you wouldn't before, especially when preturning. It's horrid. But god forbit they at least bother to say "this is how we want Blight to play from now on".
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Cranking up your DPI doesn't allow you to do anything you can't do with "nOrMAl" DPI, which I don't even know what the hell it is since everyone plays with different DPI because everyone has a different preference for sensitivity. All of these mechanics are available for low DPI, it's just that you have to move your mouse less with higher DPI, good if you have a tiny mouse pad.
In fact, by deleting J-flicks they normalized Blight across the board between console and PC which is a good thing.
Looking down while facing an object in order to slide on them instead of bouncing is an intended mechanic as far as we know. While looking down, you can pre-turn on certain objects in order to then flick at the corner to get some extra angles, usually you don't get to 180 anyways except on some objects.
Survivors can still counter you by holding W at certain points in loops if they're paying attention and see you're setting up one of those turns. Blight can be countered by survivors knowing what they're doing and knowing what Blight can do, and there's no reason to make high skill Blight maneuvers impossible because survivors who don't know what they're doing can't deal with them.
If you think Blight does a 180 turn "in a single flick" you don't know what you are talking about because that is not possible, it just looks like a single motion because that's what mastery over a mechanically complex thing looks like. You have to preturn, which is extremely finnicky and you need to know what you're doing and then you turn at the corner you're trying to turn. God forbid a killer gets rewarded for pulling off a thing they do that is mechanically more complex than absolutely anything survivors ever need to do in this pile of garbage of a game.
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@UMRTSF said:
https://forum.deadbydaylight.com/en/discussion/comment/2588998#Comment_2588998
That is an excellent example you gave on GhostFace and Blight. It is true that GhostFace's core play style is missing since stalking is never appreciated and with very little return. Players are forced to play cd build. On the other hand, the Blight has very unique powers. It is unlike the Hillbilly who instantly puts survivor into dying states. Blight's power is much more fun. This is what GhostFace needs, a rework.
I dunno if Ghostface needs a rework really. I think the idea behind him is cool and it fits a role that some people may really enjoy. I prefer the fast pace crazy gameplay Blight has.
Ghostface has that sneak/stalk playstyle that needs to be a lot more strategic. Some people love that. The problem is that he is too inefficient with time because his power barely helps him with chase, he has no tools at all against W and on top of that he has the massive cooldown.
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@thelemonwolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2588979#Comment_2588979
Wow thats the most close minded way to view it I've seen while trying so hard to view it from both sides. "escaping for no reason" as if working on gens, running the killer as a team, spending an item i brought in or found due to previous work or perks i brought in for luck, and generally trying to out run and hide from the killer successfully and long enough to find the hatch. Its not robbing anyone, its allowing it to be a more balanced game for both sides. A 2k 2escape is pretty much par for killers anyway and the chance for killers to catch survivors before they take the hatch anyway makes it so thats not even going to be half of games or a third for that matter. Keys dont even need to function as they did before but there needs to be a way for 2 people to escape besides all or nothing with gens. This wasnt a healthy change, this was a killer focused change. Even then as someone who plays both sides, its pretty lame to know "if i really want to i can tunnel one survivor because i have no punishment virtually guaranteeing me to get a 3k if i apply proper gen pressure". Another way to escape is what balances out the copious amount of tunnelers, campers, and sluggers which is the only thing that made the game tolerable.
You lost the game because your team failed to complete their objective. You are part of a team of survivors working together to escape. If you fail at doing your objective, then there is no good reason to give a consolation prize and it will always feel like you're robbing the other side of a full victory because, once again, there's a mechanic in the game that safeguards you from being allowed to lose.
Your item gives you a chance to open the hatch once the killer has closed it. The hatch itself is a bad mechanic, but the item has it's use. You get to make your second chance even more second chance-y after the killer has found it first.
You act like hiding from the killer is hard. Survivors can literally disappear behind a worn shoe on the ground since they're so tiny when crouched and sounds being what they are, you'd be lucky if maybe you can hear one survivor breathing every 100 games. Either way the hatch is an RNG given escape. You didn't do you objective, the game gifted you a way out.
There is no good reason to allow a single item to give a tie (2k - 2escape) to a killer. In a game where the killer holds their actual objective only for survivors to just poof out of existence without having to outplay or interact with the killer at all, it's unfair and it is, in fact, robbing the killer side of a victory they actually had to try and outplay the other side for.
You haven't gone against survivors that know how to deal with tunneling then, because they have the tools to deal with it. Some survivor teams can crumble if you tunnel one and then pick off the other three. But there are survivors, even solo survivors that know how to deal with that and stall you enough so they can guarantee at least a 2 man escape if not more. So don't give me that "i can guarantee 3k if i just tunnel". That's BS and the only reason it works it's cuz, luckily, most survivors have no clue what the hell they're doing (though I'd argue that most survivors being so clueless is also a massive failure of this game).
However! Tunneling is an unhealthy thing for the game, it's bad. Camping is also bad, and so is the fact that if you lose 2 teammates at 4 gens you're hopeless, and so are second chance perks, and so are a trillion other things in this directionless mess of a game that can't decide what the hell it wants to be gameplay-wise. My response is only about how hatch is an undeserved consolation price for a team that lost so they have a chance to get out without even having to outplay the other team.
Tunneling and camping are an unfortunate result of ######### game design. It's a useful strategy, sometimes your only option, it can be effective despite how unskilled it is, and it's a direct response to killers being unable to deal with how stupidly designed the gen doing core of the game is. We can agree it is a problem, but again, the solution is not to introduce more bullshit (like allowing half the team a chance to escape without doing their objective or outplaying the killer). All you'll do with this is create more animosity and patch up the mess that is the core gameplay without addressing it.
Luckily you seem to be in the same minority about this as the people who complained whenever they nerfed moris, which was an objectively healthy change, yet some people still thought it was survivor sided BS.
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Ghostface has always seemed like such a weird one to me... like who the hell thought his power deserved a 30 second cooldown? It's really just 30 seconds of not being able to use your power because reasons.
Blight is a much more powerful killer and his cooldown is 10 seconds at most.
Granted Blight takes more mechanical skill and map knowledge than ghostface, but Ghostface requires a pretty significant amount of strategy and map knowledge for a power that doesn't help him in chase or against W. His natural cooldown could honestly be 20 seconds at most and it wouldn't be be OP.
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Two people do not deserve an RNG element of the game to just suddenly give them a consolation prize and allow them to escape for no reason.
Not even 1 survivor deserves to have the game just allow them to escape for no reason.
4% chance to escape from hooks, the Hatch, and exit gates being too far apart are all just second chances there so that survivors can win even though their team lost and the killer won.
The problem is that DBD is a fatalistic game where there are certain points where it's almost pointless to continue playing. The game has massive design flaws at it's core that disincentivize people from engaging with the game. The solution however, is not to rob a side of a victory because the other deserves a consolation prize. That just addresses a problem with another problem that just generates more frustration.
The hatch change is one of the healthiest things they've done in this game so the killer side doesn't get robbed as egregiously. They still have a mountain of issues to resolve, but this was a very good change.
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Blight, because he's one of the few killers in the game that is very responsive. You click M2, he rushes immediately, no BS windup or telegraph animation, you just go fast.
He has insane potential for skill expression, and more than a lot of other killers if you know what you're doing the survivor needs to put in work to evade you instead of just holding W and occasionally pressing Space.
Bump logic is also very engaging and fun to think about as you're playing in a match.
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In a game where a killer could afford to lose a couple of seconds in chase while they track a survivor, or spend a few seconds tracking a survivor that hid without scratch marks, this perk would be fine.
For perspective, if you don't follow a survivor because you're unsure if they turned left or right for even 1 second, they gain 4 meters on you. Than translates to 6.7 extra seconds in chase without counting pallets or windows. This is for one corner where you lost ONE second of distance cuz you didn't know if they went left or right. 6.7 seconds of extra chase for every 1 second the killer can't track you and can't follow you is ridiculous value.
However, in DBD where a single chase that lasts longer than 30 seconds means you lost, this perk is ridiculous. It's not that you can't track them at all, it's that it destroys your time efficiency in a role that is already massively pressed for time.
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Yeah, predropping pallets is just a sad sad thing that survivors can do without getting any punishment as long as their team has that m1 button taped down.
I'd love a buff to brutal strength so that survivors actually have to think a lil more about predropping every pallet they come across. Some people have suggested a cap so it doesn't stack with fire up and shadow dance, I wouldn't be opposed to that, but Brutal Strength does need some love.
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I will never touch this killer again unless he gets his quickscope back.
2 things differentiated him from Huntress: His stealth, and his quick, responsive aim.
Now they increased his speed when he aims, which means he can still zone the ######### out of survivors by holding his aim instead of spamming it. And they reduced his stun when breaking a chain, which means the game rewards you for not being able to get your reel in hit.
Also, they increased his TR so if a survivor holds W as soon as they hear it, it'll take him 35 seconds to catch up to max range if they just hold W and you can't cut them off.
So playing him will be a clunky, unresponsive W-holding simulator against decent survivors.
This killer was done omega dirty in this patch. The worst thing they've done by far.
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I mean if the devs think each survivor is out for their own and it's four 1v1s instead of one 1v4, then I see no good reason why survivors share an objective. Hell make every survivor have to complete 5 gens to escape, make it so that their perks also don't interact with one another. It's only fair, the survivors are not part of a team or anything....
Oh wait, they are a team, and they are supposed to work together, and the ######### they do stacks and helps them as a team. I guess the devs don't know what the ######### they're doing to try and get survivors to think of their team as a team, and that dying shouldn't mean you lose the game because you're part of a team.
DBD has no direction and it results in this mess of conflicting mechanics and reward systems that just leave everyone unhappy.
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The problem is that strong perks that survivors get often time require a paultry amount of effort for an absurdly useful effect. It makes killers feel like they're going, not against the survivors' skills, but against the game safeguarding them constantly.
Circle of healing for example is basically like: spend a few seconds for infinite heals. Heals being: Hold m1 on a non resisting entity to undo what the killer could have taken up to 30 seconds to do by actually outplaying a survivor. And this effect is for the whole team.
Thing is, survivors have such powerful safeguard and mistake undoing perks that the only perks that can compete are other powerful safeguard/mistake undoing perks, which creates frustration with killers that see how they are still being stalled by the game's mechanics more than survivor skill.
Now, I will 100% agree with you that killers have some perks that do the same, and I hate them too, for the same reason. I want a game where players outplay each other and perks help or are useful when the investment from the player is proportional (BBQ helps but ONLY if you hook a survivor, a fair trade for it's effect. But, Corrupt? f that perk, gives you 2 minutes for nothing).
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@DemonDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2574318#Comment_2574318
I think one of the key features this perk offers over the others is that it really only takes one user to provide a very consistent benefit the entire team can use.
I just play solo but the perks pretty much calls out to others. Once they know there's a fallback zone the killer is almost forced to leave gens for the down.
That is true. Maybe that will be enough to get survivors to start using at least boon totems as part of their regular builds.
If that happens I do, sincerely, foresee killers that need that kind of juggling suffering massively.
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We'll have to see if survivors start using these perks. Don't get me wrong, they are as broken as you are describing, and if survivors do start using Boon perks and the new Built to Last, any killer that needs to juggle injure states is gonna suffer massively.
However, it is hard to compete against perks that literally nullify your mistakes like DH, SB, DS and UB, etc.
It might be like what happened to Lucky Break. That perk is busted and the design philosophy behind it is poisonous (basically gives you a massive boon for literally getting outplayed and injured), but it isn't an issue because nobody uses it. DH can undo your mistake far better than LB.
I guess we shall see.
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Aura reading is still pretty useful for me with Blight. On most killers I just use it for the blood points tho, cuz f the grind.
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Maybe people who weren't used to playing with him before.
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2k means the killer struggled all game to retain control of the match while outplaying their opponents over and over and over and over again. Survivors, on the other hand, were holding M1, far away from anything that could remotely be considered a challenge. So no, that is not even close to being similar to resembling fairness.
Also, flip the coin, killer gets a survivor, alt tabs, watches youtube videos while facecamping survivor. All gens get done, killer has NOED, gets the second kill. That is also not even close to being fair.
2k is a tie, BHVR have determined 3 or 4k as a win, which is fine. It's a decent win condition. If I'm gonna get a tie, it better be because the survivors actually outplayed me, or because we barely managed to scrape by with a 2 escape while outplaying the killer.
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I agree that gens are a problem, but just making survivors have to do more of them doesn't really solve the issue. Sure it'll make them take more time, but that only translates to them holding M1 on more inanimate objects far away from you. In my opinion, gens should be harder to do and they should put you in danger, they should never be as safe as they currently are. Either that, or they need to have another objective that is more aggressive, where they actually get to outplay the killer instead of holding a button far away from everything.
I think that most survivor sided maps are way more survivor sided than killer sided maps are killer sided. Hawkins is going away anyways sadly. Dead Dawg is still quite powerful if you know what you're doing as a survivor. Midwich can be abused by W against any killer susceptible to it. I wouldn't even know how to begin addressing this issue, other than maybe the devs should really consider talking to better players of this game and having them do some playtesting of new stuff and different maps and taking the feedback honestly.
When it comes to loops, I think there is no good reason for safe loops to exist. Long wall jungle gyms are way too safe against too many killers. House of pain and the "i" loop in mcmillan and farm are ridiculously safe, it's not even joking. Shack should remain as it is, even if it is that safe. God pallets should not exist period. There is no reason this game should allow survivors to just predrop pallets, and have the pallets be so strong that all you can do is break it, not with the sheer amount of resources survivors have to stall you. It should be like this: "You wanna stall the killer? Make good reads and actually outplay them." Not "hold W for a bit, then safely press Space, then hold W some more and would you look at that 3 gens popped and you didn't have to you use your brain a single time."
I completely disagree with your idea for Flashlights. Flashlight saves are one of the few things survivors are asked to do in this game that requires some semblance of mechanical skill. You need good positioning, you need good timing and you need good accuracy. We need to encourage more things like this instead of ruining them.
For toolboxes, I absolutely love Otz's idea of full repair. Although I think there should be a cap on how much a gen has been full repaired and maybe even some indication to a killer that a gen has been full repaired to a certain amount.
I like your idea for medkits.
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Your idea for tasers is broken. 4 second stun is 16 meters a survivor can get ahead of you just recovering from the stun. Thats 26 seconds of holding W on M1 killers just to catch up again. And you're saying each survivor can use it up to 6 times? I don't think you understand how much time a single stun like that that ends a chase can damage a killer. Maybe a second or two at absolute most and you need to need to aim it for at least 0.3s, and the hitbox is as thin as deathslinger's harpoon with slower travel time, and you get max 3 uses or so with addons, and no recharge on gens, then we're talking.
That item would still be extremely powerful, cuz think about what you could do with it. You'd be able to guarantee saving yourself from a Blight rushing at you and force him into a cooldown, you'd be able to stun nurse out of a Blink, Wraith out of cloak, You'd be able to stop a Bubba from using his chainsaw which could serve really well to stop him from camping, maybe get a spirit out of phase, release a teammate from a Deathslinger and force him to reload, a legion out of frenzy, etc. It's so powerful that killers really need to be able to avoid it somehow.
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It has always seemed somewhat unfair to me that what can take the killer tens of seconds of actually trying to outplay the survivors can be undone with like 16 or fewer seconds of holding M1.
I think there should be some revamping of healing in this game somehow because at the moment it's too easy.
Tunneling can be necessary at times so don't let any survivor tell you how to play if you wanna do it.
It is a ######### thing though. But this game is full of ######### things that need to be done because of bad design choices. I will tunnel at times when I need to, especially at high MMR, but I'd much prefer a game where this kind of tactic is unnecessary by design, and thus prevented.
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Yes, which is why it's impossible to know if you're really being outplayed or if you're just getting hackers that you can't detect.
I had a match during the last SBMM test, where it went mostly normal. Gens fast, etc. I killed one survivor, slugged another and was chasing another, there was only one survivor left to work on the final gen which was at about 50%. The moment just before downing the survivor I was chasing, Tinkerer activated and the gen activated immediately.
That survivor on the gen was hacking, and if I hadn't been using Tinkerer I would have been none the wiser.
As long as BHVR doesn't figure out how to control cheating in the game, you will never be sure if you got destroyed or if your opponent cheated.
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There is no good reason to have something like SBMM in this game unless you actually want to balance the game around it being played well, which BHVR don't want to do, or don't know how to do.
The result is an extremely frustrating experience for casual players, because players that aren't that casual will use whatever poorly designed bullshit they can get their hands on. The experience for more competitive players is horrid just the same because not only do they have to deal with hackers all the time, they also have to face the game's bullshit instead of their opponent's skill, over and over, and over again until they either quit or stop caring.
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Not any singular thing. The more I have to engage with the game's bullshit, the closer I am to getting rid of it forever. Have gotten closer to it slowly for the past year or so. Playing with SBMM has been the worst tho, so I wouldn't be surprised if I finally say bye bye to this game if this keeps going as it is.
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Here's what it is for me. I couldn't give a rat's fart about my score, or my mmr or rank or what have you. However, in a game where I go against an opponent, I try to win. Now, winning isn't my only goal, I also like interacting with my opponent and either outplay them or seeing if they outplay me and how.
DBD is somehow a game that fails miserably since it's balance is completely ######### up, and also it is a game so weirdly designed that there are many circumstances where one side does not really have to outplay the other, I think this is more evident in the survivor side.
The problem with MMR, is that it just exacerbates this for anyone who is mildly decent at the game.
The complains people are having, are the exact same complaints that were true before MMR was a thing. Gens being too fast, the endless torrent of second chance perks, the fact survivor is so much more relaxed than killer cuz it's a role with productive downtime, the absurd excess of resources survivors have compared to what they have to do, the ridiculous imbalance in so many tiles that spawn, how utterly broken swf can be, camping and tunneling, etc. This has always been in the game, but without MMR, you could at least go a few matches without having to encounter this garbage. It was there but it wasn't constant. With MMR, if you're even mildly decent at the game you will encounter this every single match you play, plus the 5 to 10 minute queues, plus the absurd amount of hackers at higher MMR.
Now, Im happy for you that you're able to play the game not caring or wanting anything, but to me that's like if I were to engage with one of those pointless playsets some kids have to play with. I can't have fun just looking at the pretty colors and looking at what the thing does, especially not on a Team vs Team game. I have fun trying to win by outplaying my opponent and engaging in this back and forth with my opponent.
I don't begrudge anyone for wanting to win either, and I don't even necessarily begrudge them for being efficient about it, even if I do get irritated at how petty it can get at times. I am, however, very irritated that the game is so unbalanced that you can't have a good experience when you have two teams that want to win, it's just an endless stream of bullshit and a race to see who can out-bullshit the other the most.
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I am looking forward to VHS, but i would rather DBD were better. It is unlikely anything will come to be meaningful competition to dbd
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Enduring is probably my favorite perk at this point. Especially with how easy it is to get your pallet hits rolled back. I love how it makes me not care at all about being pallet stunned.
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So when a killer swings, an invisible cone appears in front of them that represents their hitbox. If at any point your hitbox makes contact with that cone, the game will register a hit. This is to say, the swing animation itself is just cosmetic. That coupled with latency, can look a bit weird if you're expecting a precise hitbox.
The best thing to assume is "if they hit me, it made sense", unless the killer is like ridiculously far away or they hit you 3 seconds after you vault something.
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Here's what I do. At the start of the match I try to play like I care. But, the second I see 3 and a half gens going off in less than 2 minutes, I put up a youtube video on the side, and I start playing like a bot. I'll camp the first survivor I hook, I'll tunnel them out of the game, I'll barely try to mindgame, etc. I don't mean this out of spite. I mean it out of indifference. At that point it's not worth getting invested, cuz you're in an unfair situation and you'll put too much effort into something that set you up to fail already. If the gens go at a decent pace, then i'll care, and I'll mindgame and I'll put in a lot of effort and I'll get invested. This is easier said than done.
However, I think it's sad that we are so used to this game being atrocious that people unironically say "try to have fun and don't try to win" Like...why should I bother with the game and not play something that it's actually worth getting invested in?
This indicative of very very poor design if the only way people can have a good time with your game is by not getting invested in it. Might as well design an clicker game at that point.
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Sprint burst makes it so that any killer that relies on standard M1s needs to spend upwards of 30 seconds catching up to a survivor before chase even starts mate. They're both horrendous perks that shouldn't exist imo.
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The voice acting and screams sound good to me. I actually like the fact that I can recognize each survivor by their voice, both in their screams and their moans. There are some that are just a lil bit worse than others, but I think it's a bit charming.
Although I think the devs should work a little more on how they blend the sounds survivors make when they are struggling as you're carrying them. Those are the jankiest as some of them cut each other off and end abruptly in weird ways.
A wider sound variety for other things would be nice though, but they should be careful making sure that sounds for important things always remain prominent and recognizable.
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A pretty good video actually if you're new to the game. I'm impressed.
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What do you mean by sweaty though? Do you mean players that use strategy? Players that try to win? Players that ramp up their efforts if they see the match is not going in their favor? Meta builds?
I mean, it seems you like to win a lil bit considering you are not happy playing against people who try to win against you, so what do you mean by casual players? Clearly, you don't mean players who don't try to win at all, so do you mean players that just sort of, move forward and maybe occasionally try to do things in the game? It sounds like I'm being snarky, but I am genuinely confused by what you mean when you classify players as either "sweaty" or "casual".
Now, I will agree with you that MMR has pretty much sucked all the fun out of the game. This game is not balanced around teams (killer team vs survivor team) of similar skill levels. It's balanced around survivors not knowing what they're doing, and it gives both teams very frustrating mechanics to deal with to patch up a shoddily designed foundation. We're on the same page there, I'm just not sure what you mean with your premise.
Brainless looping, meta/second-chance perks, holding W, bodyblocking, gen rushing, stacking up on gen regression, tunneling and facecamping, are all things that are literally there to appeal to casual players who like to get safeguarded by the game's systems instead of investing time and effort learning how to deal with complicated gameplay, and they're the reason the game breaks at higher level.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2560039#Comment_2560039
Or you could try hooking someone and tunnel them off to get them out early.
I do. It's boring and awful. And for that there's DS and BT to stall you for several seconds, cumulative minutes even, not even talking about survivors bodyblocking for the tunneled survivor and them predropping pallets without even playing tiles. Again, it safeguards them from being outplayed at the cost of holding/pressing a button and equipping a Jpeg.
I would genuinely, truthfully much prefer a game where I can chase everyone multiple times, where there were good base game measures against camping, and tunneling and where survivors had to outplay and interact with the killer instead of holding M1 on an inanimate object in a galaxy far far away from the killer.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2559987#Comment_2559987
We've always had MMR matchmaking, only our MMR used to be ranks.
The old system was no better, and in many ways, worse. This is just the same system, using an MMR that's more context fitting, and without a hard cap or monthly resets.
There is literally no reason to go backwards. They can continue to work to improve the algorithm by all means though, it could still do with improvement.
Thing is ranks were more leninent. At rank 1, you could have alright survivors, weak survivors, good survivors and god survivors.
The problem is not the matchmaking itself. The problem is that this game's balancing is arse. Having randomly skilled survivors compensated for how horrid the balance is.
With MMR, you get consistent competent survivors, which means you get put up against the brokenness of this game very single match. There are no more chill matches to offset how bad it can be.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2559981#Comment_2559981
the thing about UB is you just have to hook the survivors.
The thing about hooking survivors is that nobody has time for 12 hooks in a game where 3 gens can pop in 80 seconds. Slugging for pressure is necessary, and sometimes games end in 3 minutes and the only thing you can try to do is slug to try to get something.
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Camping and Tunneling are a response to how ridiculously fast survivors can do gens if they just split up. Camping and Tunneling is boring. I wish it wasn't a thing. But it's one of the few things killers can do to try and get some form of control over a match. You cannot remove them without doing something about how pressed for time killers are.
Might I add another one:
8- The massive effort disparity between killers and survivors. Survivors have productive downtime, where they are just holding M1 on an inanimate object, away from the killer and they're progressing their objective, which can be done so fast, and survivors have such an abundance of resources and safeguards that quite literally, outplaying the killer can be totally optional, if you have a decent team. Killers have to constantly, consistently outplay every survivor over and over again and when they have downtime, they are losing the game.
This is the biggest problem in this game for me. Imo, killers and survivors should be required to interact with and outplay each other. I don't want killer gameplay to be easier, I want survivor gameplay to be harder.
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They should get rid of it until they figure out how to balance their game.
High MMR matches over and over and over again are intolerable. Not to mention the hackers that are at high MMR because they escape all the time, and the 10 minute queues.
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I think Enduring is an example of a perk that deletes your mistake that just powerful enough to be useful, but with a small enough effect to not break the game. I think this is probably the strongest a second chance perk should ever be.
DS, is unfortunately a necessary evil, because the game necessitates tunneling, which is generally easier to do than going for all 4 survivors.
UB is terrible. The fact that you can win a match, only to have to win it again because a survivor held M1 for a bit after they got outplayed is something that shouldn't happen.
NOED should require you to get hooks during the match a la No Way Out or something...like at the end of the game you get 2% extra speed, plus 2% per survivor hooked for a total of 10% during endgame. Seems fair that you have to earn it. If it requires hooks you could even conceivably make it speed you up a bit more than 10%. Maybe 12%, and you get 3% per survivor hooked and no speed up if you havent hooked anyone.
Coup de Grace is another one that I don't like for a similar reason, but it's effect is almost pointless. Either way I'd prefer it to be earned through hooks or something else.
Deadlock is another perk that safeguards you for messing up, it just guards a gen because you lost another one.
Sprint Burst basically makes it so you never have to mind your positioning cuz you can just run away if the killer comes.
There's just so many safeguard perks that are massively impactful and require barely any effort from the user. It's kinda sad really.
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I honestly wouldn't even mind it not having a cooldown and working on special attacks. It requires you to down a survivor. As in, you do your job, you get rewarded. The percentage it damages is already low enough that a survivor sitting on the gen for like 6 seconds negates it.
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People have always said that survivor is broken when survivors are competent. Even more broken when they're swf.
The only reason people tolerated it is because competent swf groups were relatively rare and the random assortment of survivor skills in matches made for some chill matches and some hard matches which balanced out the games.
This game is very imbalanced. It is balanced around survivors that do not know what they're doing. And it uses the perk system as patchwork for a foundation that is just not holding up. MMR is really just making it so much more apparent.
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Yes.
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-The disparity between what killers must do and what survivors must do in terms of effort for reward. Killers need to interact with, and outplay survivors multiple times, fast and consistently to achieve their objective. Survivors must hold M1 on a thing for a bit, there's a bit of macro play involved but it's vastly simplified by SWF. This makes it so that survivors sometimes don't even have to outplay the killer at all to escape or win. This is the biggest problem in the game imo. I could go further into how much simpler survivor gameplay is for what it gives the survivor team compared to killer, but i'd be ranting at that point.
-The absurd amount of things in this games that are designed to either fix your mistakes or safeguard you from a mistake. NOED, DS, UB, SB, DH, Spirit Fury, the new spirit addons, etc. Usually they require barely any effort from the user in order to be massively impactful in the match.
-Addons that poison the design of a killer. A killer's basekit is neutered for the sake of jpgs that may or may not be available depending on whether you find them on the bloodweb. So instead of having a nuanced power that can be transformed by addons, powers sometimes are barebones and only function with certain addons. It's a horrid system imo.
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Medkits have always been ridiculously strong, but usually posts happen about singular things at intervals.
Medkits are insanely time efficient for survivors, and what can take the killer up to 20 seconds or more, requiring the killer to actually interact with and outplay the survivor to get the hit, the survivor can remove in like 7 seconds by holding M1 on themselves.
I am just glad that more people are talking about how busted medkits are now.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2558470#Comment_2558470
I've heard of all kinds of hacks, but stopping the EGC? That's new and seriously needs to be looked at.
Oh yeah. He put himself in a perpetual hook state and even though the timer was up, EGC never really ended. I was trapped in that match unless I DCd or he got bored.
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Just went against a guy that instahealed everyone, hooked and unhooked himself a million times, caused a bunch of notifications to happen, blinded me for waaay too long etc. The hole deal.
Now, it wouldn't have been much of an issue. It's very easy for me to just disconnect my brain in a match with a hacker. However, wouldn't you know it, despite the fact I opened the gates to start EGC, he just stopped EGC from happening. So I was essentially trapped in that match forever.
Obviously I DCd because who the hell cares at this point. but it's just one of those things. Thank you very much BHVR, you have a server that constantly rolls-back hits, but god forbid your stupid servers keep track of survivor speeds, hook states EGC and other stuff to actually reject stuff that can ruin the game for people.
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Random assortment of Blight's screams and gurgles.
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Killer: NOED
Survivor...there are just so many safeguard perks. I guess maybe Unbreakable. At least that means that slugging actually becomes a decent strategy that isn't broken by "hold m1 on yourself for a few seconds" and your teammates actually have to work to save you.
I'm just tired of Jpegs that make it so your mistakes have no consequences, or worse, that reward you for making a mistake in the first place.
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Shadowborn on almost everyone for sure.
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I hope I'm wrong, but I don't foresee any of them being changed anytime soon. These are things people have presented as problems for years.
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I'll miss hawkins. Hankins is one of those maps where it's just kind of alright as survivor and killer. I don't feel strong about it either way. I'm just sad we're gonna have one fewer map.