Orion
Orion
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- Username
- Orion
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Comments
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For survivor, I'd say either DS or DH, because the killer has to assume you have one or both of them at all times.
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KHAAAAAAAAAAAAAAAAN!
Sorry, wrong fanbase.
In all seriousness, as a survivor I'd say a good Nurse. I can juke Nurses fairly easily, but if they're really good or if they catch me off-guard in an open area of the map, I may as well just go to a hook and save us both the trouble.
As a killer, heavy loopers. Not because they're hard to catch, it's just annoying to have to do it.
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It's "Mettle of Man", just FYI. "Mettle" basically means "resilience/courage in the face of adversity".
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Unless people gained the ability to see into alternate timelines and nobody told me anything about that, these statements about how "you wouldn't have won without ___" were pulled out of someone's ass. In other words, they're full of #########.
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People have been banned for using SAM, but I think they stopped that.
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@I_am_Negan You'd think so, but it won't happen until every killer is equipped with Bloodwarden and gets a 4k because survivors just wouldn't leave.
EDIT: As for me, I'll take my easy escape and watch the rest of them die.
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@Sonzaishinai Too true. Gotta keep survivors on their toes.
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Why would you do that?
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I think her bugs are just difficult to fix. Her power is unlike any other killer's. The closest comparison would be the Nightmare's teleport, but even that only gets him to specific points. Hers has to work everywhere, with an arbitrary range.
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@I_am_Negan Nah, it's the one I got with NOED. She was opening one of the gates while the other two survivors were at the other one. Keep in mind I'd already gotten one kill before this.
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That goes both ways. A bad killer will also depip the survivors. That's why the emblem system needs a complete rework. A better system will probably need to be based on relative performance. Unfortunately, there are people who'll defend the current system and blame the better players for not playing worse.
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@I_am_Negan To be fair, I probably would've gotten that 2k anyhow. She was alone at one gate while the other two were at the other gate and had already been hooked twice.
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@Demonl3y One of them already did, in the chat. Said I shouldn't have brought NOED because Oni already has an insta-down, baby NOED killer, blah blah blah. Already forgot what he said, that's how impactful it was.
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@Aneurysm Some people prefer that over the "how many times can I teabag before I die?" streams.
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I like Moris.
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I understand the thought process, but I disagree. Offerings, like perks, items, and add-ons, are supposed to help, not hinder.
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@bingbongboi90 Wrong. That's only if they stand in the same general area for too long.
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@BBQnDemogorgon Wanna bet?
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@Crewszpoo It is holding the game hostage if the last two survivors refuse to repair generators and just hide the entire time. Don't spread false information.
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@Yamaoka I think so. I realized I was in a bad position for a while, that was probably it.
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@NinjaDette1 You can't "main" both sides. You can play both sides equally, but "main" means the one you play most.
Now that that's out of the way, I didn't give up because I was struggling (I'd hooked a few of them by this point, that's why they were injured), I gave up because my arm was starting to hurt and I wasn't gonna play like that.
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I think the 4k is enough damage. Why be toxic afterwards?
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I love it when one of those random streamers brings a flashlight. Makes my life so much easier when I'm dealing with a 3v1 plus a guy following me around instead of a 4v1. Get that first hook and it's all downhill from there.
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In addition to, not instead of.
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Thank you for this thread. I encountered this a few times back in the day, but a stubborn friend of mine insisted this was not possible. Since I'd taken a break I figured maybe it'd been removed or something. Now I get to rub it in his face. 😁
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@uBoluCha I was facing a wall, so they couldn't farm anything except boldness.
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@Kellie Honestly, I found it annoying. I essentially had to give up in a fairly snowball-y situation due to real-life issues and they wouldn't just take the win, they had to waste my time with this bullshit.
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@Walker Fun fact: no it's not.
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@APoipleTurtle If survivor queues being too long is a reason for removing Moris, then let's also remove every safety net survivors have, since killer queues are too short.
Or we can try to make the killer experience better so killers will actually want to play, which getting rid of Moris will not accomplish.
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By that logic, why even play the game? Just watch someone else do the same things you would've.
The answer is "Because doing things yourself and watching other people do them are very different things". Sure, I can watch Mori animations nonstop, but that'd be like rewatching the same episode of The Simpsons forever. The first time it might be fun, but it gets very stale very quickly.
For the most part, Moris aren't used to ruin someone's game. Fact is, killers (again, for the most part) don't care about you any more than you care about them. They don't bring moris to intentionally ruin your game, they just genuinely don't care, the same way survivors don't care about blinding, stunning, and looping them.
That's just the game. If you don't like the game, you're free to stop playing, but don't pretend killers are doing things to you. They're just doing things, same as you.
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Emblems in general didn't have the effect the devs wanted. The new MMR system should fix that.
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The killer is standing still doing nothing for two full minutes. He gains no BP and even gets a Chaser Emblem penalty for being close to the hook.
If the killer is getting rewarded, it's because the survivors are doing the rewarding, either by suiciding on the hook (in the case of the hooked survivor) or by throwing themselves on the hook (in the case of everyone else).
If the killer is getting rewarded, it's your fault and nobody else's. Every mechanic already punishes campers. Do the gens and GTFO.
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Monstrous Shrine. There is no worse perk.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1336744#Comment_1336744
Correlation and causality are different concepts, the fact that there's high possitive correlation between Country Chocolate Production and Amount of Nobel Prices does not mean that if we produce more chocolate we'll get more Nobel Prices.
Correlation means that A happens at the same time as B, causality means that A causes B.
But yes, Self care does not imply being a noob, I have to say that I can now escape without perks, so, I can choose to use low use perks that actually help my team every now and then like Unbreakable (I use it 1/5 games) or Self Care/Inner Strenght (I use it 1/12 games but it has helped us when 3 of us were slugged and I was injured) without me needing DS or Borrowed Time
Correlation does not imply causation, but lack of correlation does imply lack of causation. I think that's what @Almo was going for.
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Rank matters, it's just that rank alone doesn't represent skill. When people say "rank doesn't matter", generally, what they mean is that it's not enough to ascertain if you're a skilled player or not.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1336402#Comment_1336402
Way to dodge the original poster's question.
Good job, Behaviour.
Do you think Peanits is privy to all the details about an MMR that's actively being worked on even now?
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@NightmareReborn said:
https://forum.deadbydaylight.com/en/discussion/comment/1331751#Comment_1331751
But then take a look at images like this:
https://us.v-cdn.net/6030815/uploads/91X5BVLASBPM/38870dd3-2f86-4a66-b87b-4d25e253e4f9.jpeg
(Hopefully that loaded; I’m on mobile)
This is an example of something that IS scary, and definitely could fit within DbD.
I take it that's fan art.
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@NightmareReborn said:
https://forum.deadbydaylight.com/en/discussion/comment/1333291#Comment_1333291
This exactly. People give it far less credit than it deserves.
I totally get why some people don’t want a FNaF chapter, and that’s totally okay if you feel that way. What isn’t okay is when people make “arguments” that are objectively flawed or incorrect, and use that to hide their opinion.
If you don’t want it, that’s okay. I can respect that. Just don’t state some BS to try and shortchange FNaF out of what it has accomplished, or what it can/can’t do.
And I think you're giving it too much credit. From what I recall, it put people off horror games by having just the worst fanbase and essentially being a puzzle game with jumpscares.
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Because if NOED wasn't a hex perk, you wouldn't be able to disable it before it even activates. This way you can.
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I'm a survivor main. If you can't address the arguments, it's best to keep quiet than insult people.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1335038#Comment_1335038
One of the main issues that I don't really see discussed is that moris are an offering. Generally the stuff that makes you more "powerful" comes in the form of add-ons or items for survivors. The fog and hook offerings are similar but signifcantly weaker. You can run the best add-ons in addition to a mori which gives you a lot more additional power. In that regard yes, I would say they are badly designed (or rather just outdated). A way to bring moris more in line with the rest of the game would be to convert them to add-ons that every killer can use as the add-ons are what increases your power and not really the offerings.
I can understand that, but I'm not sure I agree. Killers are supposed to have advantages survivors don't have, that's the nature of the game.
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@Splinterverse said:
https://forum.deadbydaylight.com/en/discussion/comment/1334774#Comment_1334774
They're not fine. The animations can still be used. They don't have to be moved.
We'll have to agree to disagree. I like them, you don't.
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Do you want to say what actually happened so the devs can fix it?
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@Theetis said:
Imagine if survivors had "ultra rare" offerings that appear in every single bloodweb, and their effect is that they make it so there's 1less generator needed to be completed during the trial. And they also stack, meaning survivors can use four of these.
You see why moris are a badly designed game mechanic now?
An Ebony Memento Mori brings the 12 hooks/chases and 24 hits required down to 8 and 16, respectively - down by one third. An equivalent survivor offering would put the total number of required generators slightly above 3. However, to be truly comparable, generators would need to run around the map, hide, and completely regress all the progress you made by themselves, as opposed to being static objects that announce their presence and require the killer to have them slowly regress, but I digress.
If you want to look at it in terms of time, it will take a maximum of 420 seconds for all five generators and the exit gate to be opened, assuming a single survivor is doing all the work and there is no travel time. A chase, meanwhile, is over in 60 seconds (at least in red ranks, which is where I am at the moment). 12 chases are therefore equivalent to 720 seconds, again assuming there is no travel time. Two thirds of that is 480 seconds.
This means that an Ebony Memento Mori, under these conditions where 3 of the survivors are doing nothing except being chased, brings down the maximum time spent chasing and hooking to just above the amount of time it would take one survivor to repair every generator and open the exit gates.
In conclusion, no, I don't see why Moris are a badly designed game mechanic.
PS: If you want to complain that my scenario is "not realistic" (even though that's its purpose, to point out how even under the worst circumstances for the survivors, they come out on top), then I hope you bring a realistic scenario to the table as opposed to equating one hook and two chases with the time it takes to repair one generator.
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@EntityDrudge said:
https://forum.deadbydaylight.com/en/discussion/comment/1332163#Comment_1332163
Cross play can be toggled on or off.
Also it's not a false advertisement.
Anything regarding price is.
Doesn't matter if it can be toggled on or off, they said they had no plans for it, therefore they "lied", according to this stringent definition that doesn't allow people to change their minds.
Furthermore, we've already established that they didn't even say what @kate_best_girl said they had. They spoke in the present tense, referring to the store as it was going to open. They never said it would be that way forever.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1334759#Comment_1334759
You can prepare for it if you play killer.You can see if all survivors will use a toolbox.
But as a survivor you can't prepare for a mori at all.
Yeah, that's part of the core design philosophy: survivors don't know who the killer is and nobody knows about any offerings.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1334515#Comment_1334515
Why do you think moris are fine the way currently are?
They make the game much much easier for the killer.
Imagine if survivors had ultra rare offerings that would make repairing gens faster.Would that be fair?
Where to begin... In no particular order:
- Moris are rarely used. I see them maybe once every few days. Nerfing them further would just make them worthless.
- Moris are one of the few things that make survivors scared of being chased and hooked, as well as the killer in general. I like that thrill, that's why I purchased this horror game in the first place.
- Moris have awesome animations, for the most part.
- Moris are killer-specific things, it makes sense that they should benefit the killer. Keys benefit survivors as well, but the only negative thing you'll hear me say about those is that they can spawn in chests.
- Survivors may not have ultra-rare offerings that make repairing gens faster, but they do have items and add-ons that do that, meaning they can use the offering slot for something else. White Wards, for example.
- Killers only have one offering slot, whereas survivors have a combined 4, so killer offerings should indeed bring them greater benefits than any individual survivor offering.
You may disagree with them, but those are (some of) the reasons why I think they're fine as they are.
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@FreddysMixTape said:
https://forum.deadbydaylight.com/en/discussion/comment/1334456#Comment_1334456
Would that kind of information really be too much though? I feel like that isn't really telling you much, I guess you could use it as a sort of way to see when someone quick and quiets into a locker or they are trying a corner juke or something. I dont know, personally I just dont think having that kind of information would be actually game breaking or too powerful but maybe I am just not thinking it through properly.
https://forum.deadbydaylight.com/en/discussion/comment/1334453#Comment_1334453
It just being a consistency thing would probably make the most sense yeah, though deep wound itself is kinda weird in how it works and being able to see its timer especially in its current form would probably not allow you to gain any value from it unlike with bear traps or sickness.
@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1334456#Comment_1334456
But it would also pause if they're mending. Also against Legion survivors immediately just start mending anyway
It could also be that the devs don't want to encourage killers to go after survivors affected by Deep Wound.
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They're fine as one of the few things that make you afraid of being hooked. You should've seen them at launch.
They also have kick-ass animations, for the most part.
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Fix her bugs, then see if the kill rate changes. Right now she's the weakest killer at high ranks, but that could just be because of her many bugs.