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NekoTorvic

NekoTorvic

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NekoTorvic
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  • I hate the hold W meta. I really do. So I main Blight. Survivors are forced to play tiles against Blight, and Blight is a beast at tiles too if you know what you're doing, so survivors are forced to actually play smart and skillfully against him. It's the best example of a killer that promotes killer skill vs survivor skill.

  • There's a few problems I see with that:

    1: spamming A and D (left and right) to make yourself almost unhittable with the janky movement survivors have, with massive punishment to the killer is not particularly skillful either. Good survivors can make a good Twins player miss Victor's pounces even at close range because their movement is way more unpredictable, but either way, just the time you buy your team by making him take his time to pounce can be significant.

    2: DBD maps are full of detritus and a lot of things have weird hitboxes that you hit when you barely see them. Things like some trees and some boxes and other debris have weird hitboxes, and sometimes you need to be close to survivors at loops.

    3: I guarantee that if you do this you'll see scenarios where survivors will literally pursue Victor, because it's safer for survivors to just be as close as possible to him so they can force him to initiate a pounce immediately and miss, or just force him to constantly back up and not pounce at all because he will be crushed if he tries.

    4: Not to mention you will once again create a scenario where tires or trees make Victor unusable (As it was in the PTB) because you need to line up your pounce around them and get a survivor to walk back on themselves so you can make your shot. With your mechanic it'd be impossible to line up a shot around a tree and survivors could easily just come around and kick you.


    Honestly I think Victor could have a more narrow hitbox so he'd have to be a bit more precise. But I'm not sure about your proposed change.

  • I don't like the concept of hex perks in general. It's supposed to be high risk high reward, but most of the time it's just like: hey here's a ridiculous effect that could have been avoided by sheer luck.

    That kinda rubs me the wrong way. But there are people who love using them so....

    Maybe if they were something more consistently present, but also more consistently countered it'd be better for me. Like maybe you get 1 slot for hex totems, they're all powerful, the more totems get cleansed they lose more and more power until they're gone or their power is minimal. That could be interesting imo. It would also mean that something like ruin would never stack with Pop, because even when cleansed it's effect would still linger, but in a much much weaker form.

  • 3k or more is a win. 2k a draw. 1k or less a loss. I do not care about the amount of hooks I get.

  • Blight is probably the 3rd or 4th most powerful killer in the game, but he only gets powerful if the person playing him knows what they're doing. He's one of the few killers whose chase is a constant back and forth between the skill of the killer and the survivors. The killer gives the tools for their player to use, the survivors need to use their tools the best as possible to counter the killer's tools.

    I don't think Blight should ever get his power level changed unless they drastically nerf survivors as a whole since it's ok to have powerful skill intensive killers. I'd rather they make other killers more powerful.

  • @Generic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2349072#Comment_2349072

    I kind of agree with the sentiment honestly. But then again if they absolutely have to keep the perks then might as well give them a dedicated perk slot so that killers can always run them without having to compromise interesting or fun builds just to have a decently even game.

    True, but the reason I'd like them gutted is because imagine you have a gen regression slot, they would either have to buff every perk to the level of Pop and Ruin or nerf Ruin and Pop so the other regression perks can compete with those two.

  • Unplayable with so many killers cuz they bump into anything or there's just no way to use their power around loops. It's a beautiful map. Gameplaywise it's the worst map in the game because of how narrow and windy it is.

  • I honestly wish they gutted most regression perks and then balanced the game around not having them. I think something like surge or eruption should be as strong as regression perks get and they should not stack with each other.

  • DS gives you a chance, your chase skills make use of that chance and that's how it should be. The game should not just guarantee you escape just because the killer is going after you.

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347763#Comment_2347763

    "winding down once you've secured your victory"

    so much fun when the killer plays like a dick against a random solo squad but then suddenly shifts the pace after tunneling out 1 or 2 persons. Just end it quick instead of dragging out a needless game for everyone to the max. Survivors know when the game is over for them, most just stop doing gens and start looking for keys or hatch, so most of those games are extremely boring, especially if the killers suddenly plays slowly. But hey, as long as the killer feels good about himself everything is alright i guess.

    There really was a change in power dynamics over the last year, killers have the upper hand now against most of the usual survivor teams, but they still act like they're getting bullied every game and need to do this and that, because 1 out of 10 games they don't 4k.

    I'm sorry, but it's impossible to tell if survivors are going to be efficient and take a mile as soon as you give them an inch or if they're going to be chill. Getting pressure at the starts allows the killer to guarantee the game is not going to last 4 minutes. There's no way for the killer to tell they're going against chill solo teams or more coordinated better teams until it's too late. It's the killers choice whether they wanna start chill and wind up when things get tense or if they wanna start rough to prevent the game from going crazy at first.

    Also, trying to get pressure by slugging and controlling an area, forcing survivors to come to you is not "playing like a dick", just like survivors bodyblocking, saboing, flashlight saving, and doing gens as quickly as possible is not them playing like dicks either. They're trying to win and playing effectively.

    Also, "ruthless as you can at the start and then winding down once you've secured your victory" doesn't even necessarily mean "tunnel someone out of the game instantly". It means you take every possible chance to punish mistakes as you're gauging the team and the gens. You can totally wind down without getting a single kill because you've "secured your victory" by seeing that the team cannot compete against you.

    I've done this before, where I do some stuff to get pressure, see how the team deals with it, see they can't chase, and their efficiency is poor, then I just start giving everyone chases, I let them reset etc and they all have a decent game.

  • Blight is unusable in this map because every hallway, every corridor, every walkable space is too narrow because they weren't made with a playable character the size of a killer in mind. Also, every single loop in the map has detritus jutting out of it instead of being just a smooth shape, which means you can't slide, you can't flick, you will bump into ######### you can't even see and you're reduced to an M1 killer. Oh and lets not forget that there are loops where you can't catch up to a survivor and you don't initiate chase either, so the windows don't get blocked, pretty much infinites, so Blight's power doesn't work, and as an M1 killer you get destroyed by infinites...

    Unless they redo collisions on objects to allow Blight to slide past some stuff or just make everything in the map a little wider, this map, no matter if it's one half or both, will be utterly unplayable for Blight. I refuse to play in this map unless they do something about it.

    But your idea is good. It's a popular solution to the problem of this map being to big with winding paths.

  • Ruin, Pop, Tinkerer, BBQ + Alchemist Ring + Blighted Crow for me is the nuclear Blight option. Reserved exclusively for dealing with the sweatiest groups. Oh don't forget you have to slug at 5 gens, put your hooked survivors close to the area you patrol and if they show you they don't have DS, tunnel them into oblivion.

    I remember I dealt with a group of 3 who took 2 red keys and a hatch offering. They got one gen done all game, because I played with this build and playstyle I described. Most of the time they were scrambling trying to pick each other up.

    Currently tho, I'm using BBQ, Tinkerer, Enduring and Agitation, and slug for pressure as soon as possible. I've come to realize that dealing with most teams unless they're seriously weak, is about being as ruthless as you can at the start and then winding down once you've secured your victory. Also slugging is a surefire way to get people off gens and bring them into the area you're controlling so you can start doing damage.

  • Completely unplayable with Blight. I'm not playing it. Ever.

  • Chicken and egg thing.

    Do killers "proxy camp" an area with a 3 or 4 gen to prevent gens from flying?

    Do killers in a match start camping because they see that gens are flying and they're trying to secure a kill or trying to get survivors to let go of gens to try and get the save?

    Or do survivors do the gens fast because they see the killer is camping?

    Personally I think it's a bit of both, but I mainly blame gens. I don't think it's survivors' fault. I think gens are too safe and too easy of an objective which leads killers to believe that there's nothing they can do to stop them in a lot of situations, especially with m1 killers. But, it's not just that. It's probably way more complicated.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2338095#Comment_2338095

    Kind of a mini tinkerer effect...make the game scarier for survivors again🤔

    Something like that.. I'm thinking maybe every 25% of a completed generator you all sounds around you are reduced by a percentage. Obviiously you should never remove a TR fully, and the effects of the TR should still be there just you can't hear it as well if you're working on the gen.

    it will definitely help weaker killers against survivors who hold W as soon as they hear a TR coming for them.

  • I don't think this should be the case.

    I don't think the problem is necessarily gens being too fast. I think the problem is they're too simple and too safe.

    Base corrupt at least makes survivors go around the map to find a gen, which means they might stumble upon a killer, but now that we have lethal pursuer it seems like it could destroy survivors with higher tier killers.

    I think gens should be harder to complete, not take longer, just be harder. I think gens should be less safe, maybe reduce the killer's TR the more completed the gen is, or maybe gens require survivors to go around the map for parts, something to make it less safe.

  • I had a match with Twins which is a character I don't play much, in Groaning storehouse against a Nea playing with another person. The nea was pretty toxic, she used sprintburst and some other meta stuff. I lost. Might have gotten 1 person or something? I made a few mistakes in the game so whatever. She told me to "learn to play the game".

    Few matches later I play with my main Blight and go against the same Nea, playing as Jake. She had a less meta build this time. I completely annihilated their team, they got like 2 gens done. I outplayed this player several times, one of which was at shack because they didn't know what Blight can do at shack.

    Post game I recognized them so I cheekily said: I learned to play.

    To which they replied that I was still being carried by my perks, even though Ruin got cleansed during my first chase and I used pop only once... The entire game was carried by fast chases that they stood no chance against.

    Moral of the story: Some players feel themselves and are arseholes about it, and they will do and say anything to demean the player they're up against. Doesn't matter how petty and doesn't matter how wrong they are. They're not worth your time at all. They're irrelevant sad little losers.

  • I mean, some survivors just go to a corner where they know you can't hook them. In that case it's either slugging them or giving them a free escape if they wiggle out.

  • Decisive strike is very powerful. Waste a killer's time while he's chasing you, be guaranteed to escape if you manage to hit a skill check, and then waste the killer's time for as long as he chases you.

    The perk gives you an extra chance, you as a survivor have to use your own skill to make that chance count. I think that is how it should be. I genuinely don't believe we should encourage perks that just allow extra chances like that in either side.

    I think extra chances should be earned by good play. That's why No way out and Pop Goes the weasel are pretty good, and so is Will Make it. They reward you for doing things well, whereas DS just safeguards you from making mistakes or being outplayed.

    Not to mention organized survivors do still know how to abuse it as it is and make extremely aggressive plays that disrupt the killer massively, because they know they're safeguarded by what's supposed to be an anti tunnel perk.

  • Just learn to make reads and learn when Deathslinger is likely to shoot or not, and mind your positioning.

    This argument is already tired, tedious and meaningless. Yes, you can't react to a close range shot from slinger. You don't have to. If youre out in the open you make your movement as unpredictable as possible, it should be a deadly position to be against a ranged killer anyways. If you're at a tile you need to make a read for when he's going to shoot based on how a Slinger player has been playing and how Slinger as a character is supposed to be played. His shots are predictable in a lot of situations and survivors who actually know what they're doing know this. The time frame a slinger has to actually check if you're going to dodge or not is actually very small in a lot of tiles so a slinger player is also constantly making reads on what survivors will do.

    Literally just watch slinger mains play and see how they miss their shots and listen to when they explain why they missed. You'll learn exactly what you have to do in a match against that killer.

  • Play a killer that can deal with W.

    Blight's a good option if you care to dedicate the time to learn him cuz he's the first or second most complex killer in the game.

    Nurse is good if you dedicate the time to learn her. If you're good with her you shouldn't care about W.

    Spirit is another great option, has a much lower skill floor than Nurse or Blight, so a good option to start.

    Wraith is another decent option. He moves fast and doesn't have to chase too much since hit and run is his best playstyle.

    Hag is another great option since she doesn't chase. She sets up her traps and then herds survivors towards them. She doesn't care about W.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2327191#Comment_2327191

    How does them winning chases mean your being nice? Sounds like you're saying that since you normally lose you will then play like a jerk because why not. God forbid you just learn how to be a better killer.

    This is a lame move when you end up getting the same or LESS points you would've gotten had you just played the game normally anyways. Also ######### is wrong with any killer who loads into a lobby and sees FIVE CAKES and is then like oh man I really want that 4k. You're GUARANTEED massive points and you're hung up on a meaningless kill? What?

    Putting survivors on a hook then going off into the sunset to chase another survivor, allowing survivors a free reset and a free unhook is 100% being nice. Not slugging people instantly to get as much pressure is being nice. I know survivors think that's how killers just have to play because it's dictated in their holy scripture, but no actually. A killer doing those things, not tunneling, not strategically camping or 3 genning and slugging is literally just being nice out of their own kindness.

    Also it's not about "omg i wanna 4k so hard"...its more like "hey I go in trying to win cuz its a game where i play against another side". Everyone has different win conditions in my case 3k or more. It's funny how you think that's the mentality a killer who wants to win has... Like do you also think survivors that do gens in 5 minutes and escape are literally just thinking "yeah dude im gonna pump out those gens and finish the game as fast as ######### possible". They're probably just thinking "im gonna try to escape this game, lets do my objective". you just like to ascribe malicious intent to killers who like to try to win their games.

    Also: "Sounds like you're saying that since you normally lose you will then play like a jerk because why not. God forbid you just learn how to be a better killer." I'm not even going to bring up how much I win or lose because it's irrelevant, I'm a decent killer, not terrible, definitely not super high tear, maybe somewhat above average with the killers I know how to use. HOWEVER. There is nothing in the world that will make me think it's justifiable to demand a killer to play like a saint while the main objective survivors have is to hold a single button on an inanimate object for a few seconds. There is literally nothing in the game that is as easy as gens. (To clarify: survivor gameplay is not braindead and there is skill to it that makes a ton of difference, their main objective is still the easiest thing in the game, so anyone who says killers are morally obligated to give survivors an easier time is wrong in my opinion. Survivors aren't morally obligated to give killers an easier time either.)

  • Literally every single match I haven't slugged survivors from the start and haven't patrolled an area around hooked survivors has ended with survivors splitting up on gens, getting free resets cuz im being nice and finishing the game in 5 minutes.

    I'll tell you what I dont care for. I don't care for making the game easy for people whose main objective is literally to hold a singular button for a few seconds on an inanimate object while stacking up second chances to undo the fact they mess up, just so they can be arseholes about it literally all of the time. They are free to be arseholes about it after I have sacrificed all of them by actually outplaying them.

  • 5 cakes in place, survivors split up on gens and finish their objective in 5 minutes by barely even winning on chases if you even dare to try and be nice as a killer.

    How about no. Work for your unhooks. The killer has the choice to be strategic with their hook placement so they can patrol an area, and you don't get a reset for free just because you got downed and hooked.

    Way I see it, I get someone out of the game early, guarantee the game doesn't end instantly because generators are bullshit, and then the killer and the other remaining survivors can earn themselves some points.

  • Slippery objects are good for Blight. It allows him to get around more easily.

    I'd take having some butter on me 100% over getting stuck on every single object around me because the devs insist on filling maps with unnecessary detritus.

  • @Piwatte said:

    https://forum.deadbydaylight.com/en/discussion/comment/2322783#Comment_2322783

    With people like you in this world, it's normal to see toxic humans. Sad.

    Can't hear you over the sound of efficient swfs pumping out gens as fast as they can because it's not their job to care for my fun :v

    I'm not asking for people to be "tooooooxxxiiic" as in intentionally BMing. Obviously that's ######### behavior. But it's not a player's job to police themselves and be a saint 2 hooking everyone and slowing down on gens because the that's the experience the devs have made.

  • Ive learned to never be nice because it's nor worth it. It's not your job to be nice, you're there to play a game, the other side doesn't have to and will not care. Play for yourself. It's not your responsibility to make sure the others are having fun. It's the devs responsibility to make a game that's fun for both sides.

  • Can't wait to try it out as Blight and see how unusable his power is :3

  • Thing is, fun is just a subjective opinion. Some people don't have fun facing certain killers, and thats totally fine. But whejn you start asking for killer changes and killer nerfs because "iT Is uNfuN" then no you dont get to do that because fun is not an argument.

  • Honestly I kinda like the look the game is getting now.

    I was never a fan of those splotches of color. But I do understand finding some charm in that look.

  • Blight's collisions are mostly fine. All you need to do is learn what he will slide off and what he'll bounce on. Some objects are inconsistent, like they have one side where you slide and one side where you bounce but they both look the same and it's stupid.

    For the most part his slidyness is absolutely fantastic to get around certain structures. I absolutely love butter shack. In fact I hate the old shacks in swamp cuz they're not as buttery as mcMillan, Autohaven and farm.

  • it's kind of stupid, but it's a necessary evil for the most part.

  • Survivors are learning that they can just pump gens out and win... In return killers are learning that if they don't do whatever they can to get pressure fast, the game will spiral out of control.

    I agree with you that it is poor design though.

    Imo, gens should be harder to do and should be less safe. Maps could be smaller, and the survivor's objective could require them to run around instead of just sitting there holding a button.

    In turn, survivors could get come more tools to deal with killers in chase, and there could be harder measures implemented to deal with camping, slugging and tunneling.

    But that is not the game we have sadly...

  • As a killer you need to anticipate the possibility that survivors are going to hold W instead of mind gaming and you kinda have to try and mindgame while zoning the survivor away from where they can run by holding W.

    You also need to keep track of how survivors play. If you notice a survivor that holds W more instead of mindgaming then you can play around it, expecting them to do it.

    You can also use killers that have more mobility to counter the W holding.

    • Oni is a decent option once you get his power.
    • Hillbilly can use his chainsaw to catch up. Leatherface can use his chainsaw to catch up.
    • Hag doesnt really chase and if you have a set up you can catch them if they hold W.
    • Nurse has good mobility but is very hard to use.
    • Spirit has good mobility.
    • Wraith moves very fast while cloaked so you can use him to catch up.
    • Blight has the best mobility in the game, but he's very hard to use. He completely negates holding W.
    • Maybe you can use Twins too, Victor is good against people who hold W if you are good with his pounces.
  • In a game where depending on how efficient survivors are, most of a time of a trial will be spent contesting the last 2 gens, keys are just a horribly designed item. You're pretty much in a position where you can never kill anyone because as soon as you do, they can just use the key and escape, so they get tons of pressure for no reason other than they equipped an item.

    It's a ######### item.

  • 7 times during a match, that's a total of 49 seconds of the killers time wasted just in the action of kicking a generator. That's a combined total of 196 seconds given to the survivors as a team.

    It's a pretty significant amount of time. That's actually enough time to do 2 gens if they double team and enough time to get 4 separate gens to like 60%.

    Something does feel off about the amount of time blast mine takes from you every time. It shouldn't affect killers that are already strong like Blight, Nurse or Spirit, but it feels like it makes matches a nightmare for killers without mobility or just regular M1 killers.

    At the same time, it doesn't really feel like Blast Mine needs a nerf... it's a useful perk and that's a good thing. At least it requires survivors to do something for it to activate.

  • @joeyjordisonsnipples said:

    https://forum.deadbydaylight.com/en/discussion/comment/2315485#Comment_2315485

    I love how you pointed out the different match scenarios and the fact that killer gameplay is based on each match. In my post I was specifically referencing killers who tunnel in the sense of downing the person directly after they're unhooked, though I wasn't clear about that.

    I mean, yeah, in specific matches you sometimes do have to down a person who has immediately gotten unhooked. The first paragraph addresses that.

    if you're walking around and see 3 gens at 75% and you've got 1 hook then you'll likely just down the unhooked survivor immediately to try and get some pressure.

    Now, if you mean a killer that tunnels immediately at the very start of the match, then it could be that the player they're tunneling was very weak at chase and they just want them out, they care more about securing the game than preserving the experience of the survivor, which is fair enough. It could also be that that player no longer cares to give survivors a chance because when he has before, it has turned out badly.

    I know for a fact I've had my fair share of matches where i've said "ok they don't seem to strong, and gens are ok so Im not gonna tunnel", 1 minute later I'm at 1 gen and no one is dead, and then survivors are dicks about it in the end game chat. Some people don't care, but some people eventually get to a point where if a survivor gives them the chance they will just tunnel them immediately without even thinking about it.

  • Well, I will say right away that it isn't toxic at all. You're a survivor and your objective is to do gens as fast as you can to escape.

    Now that that is out of the way, personally the reason gens being done extremely fast frustrates me personally is that most of the time it does not feel like I'm getting outplayed at all and survivors just held M1 to win the game.

    I think it's poor game design. Generally speaking generators are too safe, too easy and too detached from the game to eb the survivors main objective.

    It just feels like I'm busting my ass trying to actually outplay each survivor individually and the team as a whole and all they're doing is sitting on an inanimate object listening to music while holding M1.

    Obviously it's not the survivors' fault. This is a problem with the design of the game. And just to clarify, I'm not saying killers don't have their sleazy effortless BS that they can do. This is just my perception on gens being done fast.

  • Wow, I like going against all of them!

    Fun/unfun isn't an argument.

  • I've only ever lost 1 time as Blight in the past like 3 months. Twice if we count a 3 man key escape but in my mind keys are irrelevant. (Winning in this case is a 3k or more).

    I wouldn't necessarily say I've mastered Blight, but he is my main and I'm decently strong with him. I'd say if mastering is around 95/100, I may be am around 70-75/100.

  • I dont get it either. I prefer Ruin/Pop. That's a guaranteed plan A and plan B.

  • I mean, the thing is it's very match dependent.

    Sometimes as a killer you go around the map, and even if the counter says there's 4 gens left, you can see that there are 3 gens at like 75%, so you're pretty much effectively at 1 or 2 gens....you need someone out of the game.

    Other times survivors are stubborn. I had a match where a survivor saw my Ruin before they got downed. When they got unhooked I went for the healthy survivor, but I turned around just to check and sure enough, this survivor just ran straight to my Ruin. I downed them and hooked them again. The exact same thing happened when this survivor got unhooked again. This survivor and another that was SWF with them DCd from the match, and then the other survivors gave me ######### in the endgame chat for tunneling... like what the hell am I supposed to do? Just let him do my Ruin to respect the sanctity of his unhook?

    There are survivors that start healing in your face the second they get unhooked, meaning they don't have DS anymore...why would you not go for them?

    There are survivors that are unhooked, go around a map, do a gen and then if you go for them again, because they haven't healed, they say you're tunneling them.

    Also sometimes, a survivor is dead on hook, and you need them dead, even if they've been unhooked a while ago, and the other survivors come to help and call you a tunneller...like am i not supposed to kill people now? What is the benefit of hooking a person who is not dead on hook mid to late game? It's literally giving survivors free time to do gens. You are not entitled to that.

    Thing is, when talking about tunneling, it's usually a very particular thing, that's match dependent, that survivors usually do not see the full context of, and that survivors will call out inconsistently regardless of the actual circumstances. So it's really impossible to have a proper discussion on the matter.

  • I used to be a lot more mindful of tunneling people. However I have honestly regretted not tunneling people more than I've regretted tunneling them.

    Generally speaking if I notice the survivors are weak I will purposefully not tunnel to let them have a game.

    If I notice that survivors are decent at chases, if I notice that they're splitting up on gens, or if I notice they can do gens decently fast, I don't care if the counter says "5 gens or 1 gen", for me it's always a couple of seconds away from game over, and I will 100% take advantage of anything survivors give me to try and tilt that match in my favor.

    There is absolutely no conceivable reason, aside from kindness, to go for survivors who have not been hooked and are not injured, especially mid to late game. And it's especially useful when survivors are being altruistic. When all 4 or 3 of them are just following you around trying to prevent the one you're tunneling from dying, it's a huge amount of pressure cuz you can get free injures and free downs from that. Sometimes that's enough to turn a game around if you're losing.

    There are only 3 reasons not to tunnel, really:

    -The kindness in your heart, which survivors should always be thankful for instead of expecting as if they're entitled to it.

    -The survivor you're trying to tunnel is actually good, so tunneling them is a bad idea.

    -In the specific match, you see that you can build up more pressure by not tunneling.


    Also, on a side note, it's impossible to determine if you can actually trust someone when they say they are being tunneled, as it seems there are as many definitions of tunneling as there are people playing this game.

  • if you think killers move slowly through the map, get Blight. He's the killer with the best mobility in the game, and probably the 3rd best killer in the game. You will have to spend a lot of time learning what he bounces on and what he slides off, but once you do you will be able to have a chance against any survivor team unless they vastly outskill you.

  • What do you do when all survivors are good chasers? Well, first you have a build with at least 2 gen slowdown perks, maybe more...because ######### build variety, survivors are holding M1.

    Two, from the start of the match, spot an area of around 4 gens. Focus all of your attention in keeping that area, try to make it less obvious at the beginning, but dont ever give too much of a chance for survivors to do gens in that area. Try to chase around that area to create dead zones.

    Once you get one survivor, put them in the area you want to control. Make that unhook as hard as possible.

    If you see the survivor deactivating their DS, down them and hook them again. In fact, if you can afford to, get rid of DS early on. If the survivor doesn't have DS then you know you can get them out of the game on the next unhook. If they have DS, you make them regret it later.

  • The fact that killers catch up so slowly to survivors just holding in a straight line is problematic. Obviously survivors should be able to run. The issue is that basically survivors behaving no different from the tutorial bots is an effective strategy. It's ridiculous that they can get so much value from doing something so mindless a literally bot can replicate it with similar success. It is ridiculous because its low effort for how effective it is which means survivors that are actually good break the game in their favor. People are just mentioning it now more cuz some youtubers talked about it...because god forbid this community actually thinks about problems with the game on their own.

    And some survivors are acting like this is a new thing...like "oh you gave us killers with nO cOuNteRplaY, so now survivors are adapting and holding W". That's just BS. Holding W has always been effective. It's just that a lot of vocal survivors are too lazy to have to make a read instead of just being telegraphed by the game everything the killer has done and will do. Like the killer is an NPC or something...

  • The game is killer sided when you start playing. Once you start going against survivors that are better you realize that most killers lack the tools to do much if survivors are a little bit efficient and if they know how to last more than a few seconds in a chase.

    -Some maps are smaller and some maps have fewer pallets because before they used to be a very significant issue. Maps being too big allow survivors who know what they're doing to just hold W and waste a ton of the killer's time by doing nothing. Also maps being big, means gens are even safer than they currently are. The amount of pallets there used to be in some maps was just ridiculous, tons of relatively safe loops everywhere. now you sort of need to know where you are going to be more efficient.

    -You can stay in the game as long as you want after the last gen is done, as long as the gates are not open. Unfortunately before the End Game Collapse, survivors would just hide forever and just take the game hostage indefinitely. Now, there is an end to the game, and it slows if a survivor is downed or hooked. There's plenty of time to do whatever you need.

    -Killers are 0.4 or 0.6 m/s faster than survivors. To put it into perspective, if both the killer and the survivor just move forward, if the survivor is just 20 meters in front of the killer, a slower killer takes 50 seconds JUST to catch up, and a normal killer takes 33 seconds. Its a huge amount of time, just to catch up in a straight line.

    -Pallets and windows are ultimately a gift from RNG. It is pure luck that determines what kind of set up you have as a survivor. Of course you need to know how to use it, but that's the problem with killers cannot do anything about pallets or windows. it broke the game when survivors actually properly learned how to use them because there's an overabundance of resources for good survivors. Now with killers that can do something about pallets and windows, survivors need to rely on more complicated stuff. They need to be confusing with their movement, they need to make the killer think they're gonna do something and do something else, they need to be good at dodging and predicting the killer. It's a different type of interaction. A lot of survivors don't like it because it's harder than what they had to do before.

    -Survivors have 3 teammates each, and they also have the only objective that does not require them to interact with the other side at all. Also survivors can bring 14 perks in total and 4 items. Some the perks survivors can bring are just there to give them a second chance after they've made a mistake, and all 4 survivors can have these perks at the same time.

    -Survivors can counter a lot of what killers do both with their perks and most importantly with their plays. You mention BBQ, which is a perk that ONLY rewards the killer IF they're doing well and hooking survivors, and only gives any proper value if the killer goes and does something with the info they get. Sure, killers have their problematic perks too, but a lot of killer perks have ridiculous conditions for mediocre effects, or are there just to reward the killer for doing well. Survivors have the largest assortment of perks that are there just to fix their mistakes or prevent them from being outplayed.

    When you actually start playing the game at a good level, you realize that at the moment, the tools survivors have to face the killer are a little too much when survivors know how to use them.

  • Ever since the RE chapter it's been the case. Maybe a lot of people wanna play Nemesis.

    It's an unpopular opinion but i'm enjoying longer killer queues. it's kinda nice to chill between games.

  • Holding W is not toxic.

    HOWEVER, it is undeniable that against most killers without mobility holding W is an effective thing that requires zero effort from a survivor to pull off.

    Playing survivor has it's things. You do need skill and to know what your doing. Your skill does definitely show and the better you are, the better you perform.

    But it is undeniable that gens are too easy and too safe, and that holding W is way more effective than it should be. If a survivor just holds W when they get a sprint burst from a killer hit, it really takes like 20 seconds just for the killer to catch up. Then they can start playing tiles. And this is ridiculous when you then a survivor who is decent, so they can waste your time by just holding W and then they're very very hard to catch when actually playing tiles. Holding W is too much of an advantage for very little requirement.

    It's a busted thing that, to be honest, I'm not sure is even fixable in the current game we have, but it is massively frustrating when playing m1 killers. It just feels like you're losing the game while your opponent is doing nothing. They're not even outplaying you because there's no plays being made. The tutorial Bots waste about as much time as survivors holding W. That says something about holding w....

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