Orion
Orion
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- Orion
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Comments
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@benzos said:
https://forum.deadbydaylight.com/en/discussion/comment/375872#Comment_375872
i dont think so. if its gonna be an objective like doing gens, there gotta be a counter.
They already are objectives. This would just force survivors to wake up to that fact. Besides, a perk for a perk seems fair, especially since Small Game has more uses than NOED and cannot be disabled.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/375871#Comment_375871
I don't understand then how it's a nerf. It's the same + once activated never possible to disable. Clearly a buff, or am I missing something? Lol
No more movement speed buff.
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@HavelmomDaS1 said:
Really? Imo stuff like NOED, DS, keys and EBONYS shouldn't even exist in the first place. And you just suggest a buff for noed? Come on lad. Don't make it more casual as it already is.
Did you actually read the buff? Because it's more like a nerf if survivors just do their objectives.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/375518#Comment_375518
No I don't mean that I mean just don't complain about everything that gets added to the game. It will eventually get fix ether in mid patch or next patch until then we just have to deal with it. Also just have fun or take a break and come back when you feel like playing.
And how would it get fixed if people didn't complain? Do you think developers have magic devices that allow them to find bugs in the code?
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@Stompa said:
its kinda fun to see survivors go full gen rush mode just to depip on the endscreen, it will take some time till they find it out but until then i just go with the usual gen stopper/ragequit builds
^This. Survivors will stop tunneling generators soon enough.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/375818#Comment_375818
######### yes then. I absolutely hate that movement speed buff. I agree then. If I can loop the instadown, then I'm good. With MS it'd be broken.
My suggestions are always intended to be balanced. I wouldn't suggest something like making NOED permanent (under certain conditions) without taking away something from it.
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@ChesterTheMolester said:
https://forum.deadbydaylight.com/en/discussion/comment/375810#Comment_375810
A survivor who ignores gens will risk them getting repaired and not getting the chance to get any emblem points. So thats not how it works. I think it encourages gen rushing and trying to stay ingame for benevolence when its safer for them.
Genrushing practically guarantees a depip now.
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@Poweas said:
It's fine right now, any buffs would make Adrenaline need a buff (NOEDS counterpart). And I know how killers would #########. I'm 99% sure you've made this to trigger survivors. And if you haven't then I'll say respectfully, I disagree with you.
If I'd made a thread to trigger people, it'd have received a lot more triggered responses.
Note that this would remove the movement speed bonus as well, making it weaker against looping.
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Survivors just need to stop tunneling gens so killers have time to actually win chases and hook them.
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@Kagrenac said:
You dont create a second objective by making a perk like that. You create a second objective by providing an incentive that's worth the risk.
SWF groups wont care about NOED. This wont be enough to stop gen rushing.
The incentive is survival and pipping by not facing a powerful killer.
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@Hoodied said:
If you guys don't know who evil ash is, this is him
That doesn't really mean anything to those of us who've never seen the movie(s?).
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It's a bug, not a nerf.
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@TangledNoodles said:
If that would be the case breaking totems should be more rewarding imo. Or at least buff small game so that it tells you how many totems are still left unbroken OR how many totems you personally broke.
There's some maps where it can be really hard to find totems (Hospital/ The Game/ Swamp sometimes).
Not being able to break NOED would completely change the end game especially if you get spotted at the wrong place and when most pallets and broken and people start dropping like flies. You have to leave them on the hook unless you want to die trying to save the person on the hook, because the killer will most likely camp.
So it basically gives the killer a free kill if they find someone because it will be really hard to save someone because that one totem got missed.
And before people say don't gen rush... hurdur
What are survivors supposed to do but do gens? It's literally the only thing that can power the exit gates. Ruin got buffed, Discordance is a thing (which can be very annoying) The new entity perk that only makes you patrol 4 gens in the beginning, Pop goes the weasel. There's plenty of perks that can slow down the progress, and you shouldn't DEPEND solely on them otherwise you're bound to fail.
Playing killer is more than just chasing survivors, you have to play smart and not chase people mindlessly.
I think breaking totems is already rewarding enough, since it prevents NOED, but that's just me.
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@twistedmonkey said:
Solo survivors can be screwed over if one or two don't do totems with this but swf will be able to know what's been done and coordinate what parts of the map have been searched.
Not to mention solo players are not in a team, they will be at more of a disadvantage due to what some random others do.
Break one totem. Use the pre-game chat to explain that you should all each break one totem. Boom, solved.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/375289#Comment_375289
Rancor + Free aura reading from MoM = Free mori. The Obsession cannot hide when you always know where they are at.
Because knowing where someone is immediately and inexorably leads to being able to hit them before they escape, right?
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@HazeHound said:
Noed is such a bad perk. Its good to punish genrush but if survivors break totems on sight breaking 5 prolongs game by 20 seconds. Not really worth it but survivors are dumb enough to not break them.
Just watch the salt and hurdurs of survivor mains coming in 3...2...1...
That's the point, to make survivors understand that totems are objectives as well.
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@Stompa said:
https://forum.deadbydaylight.com/en/discussion/comment/375061#Comment_375061
get used to it, report em. just the average millenial percentage of the playerbase
Reporting DCing does nothing, kinda like ageism.
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@Lanis_ said:
This is a good idea for punishing 4swf , but for solo survivor is an unfair nightmare.
It's not about punishment, it's about making survivors realize that totems are objectives too.
@The_Crusader said:
If they're an objective then how come they're the only things that don't count towards emblems?
They count toward escape, because NOED is a thing, and I'm pretty sure escape counts toward an emblem.
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I think she's a very toxic killer, always spewing toxins everywhere. Other than that, she's fun to play as, but seems completely ineffective at actually killing non-potato survivors. Kinda like the Legion.
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@Naiad said:
https://forum.deadbydaylight.com/en/discussion/comment/374809#Comment_374809
Tbh when you said 'there's no hope of escape' I assumed you meant 4/5 gens still to do and last survivor so no chance of hatch. So you basically win because there's nothing they can do unless they're some god tier surv. But I understand why killers bleed out the last surv sometimes, it's also their choice how they play. My issue with slugging is when killers do it from the start and have all four slugged but won't hook. Now if they slug one and the survs fall for the bait or don't pick the slug up that's on the survivors.
Indeed, it is when 4/5 gens are remaining, or when I know where the hatch is and they're headed in the wrong direction.
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I agree with OP.
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Killers are immortal. You might as well try to punch your way out of a cave, at least you know stone is breakable.
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@bunnibeetea said:
https://forum.deadbydaylight.com/en/discussion/comment/375036#Comment_375036
I just didn't have a chance to win chase
So how'd you get on the hook?
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It's almost like there's new content, which will naturally not please everyone.
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@HeroLives said:
@Orion yeah that would work too, but sometimes you just want to loot that chest before ya go , ya know?
Yes, I do. And when I play killer, I just want you to go and stop wasting my time.
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Same. Looping is not fun.
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@Eveline said:
If every killer was Nurse with no blink pause and infinite Noed they would be scared to taunt the killer. Problem is Killers are not strong enough and survivors can run the killer because of so many second chances.
Yeah, but if the killers were strong, then survivors would complain that they had to fear the killer.
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@Shad03 said:
https://forum.deadbydaylight.com/en/discussion/comment/375363#Comment_375363
I got it free as well. I sorta enjoyed it, but the gb was harsh on my storage. Had to delete it, oh well, could always go for Warframe. Heard that game was good.
Warframe is extremely grindy and not fun without a friend, IMO. (hint hint)
I mean, I was disappointed, but I also enjoyed it, like you. I just felt like they were diving whole-hog into microtransactions to the point that the game was unenjoyable for players and unsustainable for them (since not enough people bought the game nor made use of the microtransactions).
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@xChrisx said:
Its a fair perk for the actual meta.
When they will nerf the nurse, rework legion, remove red hatchet, nerf instasaw, remove bottle oneshot, and rework the mori, to be used later the second state then i will be against this new perk
The actual meta of allowing survivors to be unhooked? Because that's literally the only way it takes more than two hits to put them down.
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Hey, it's a Destiny 2 reference! I got that game for free and I was still disappointed!
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/374826#Comment_374826
@Orion He's talking about the red text with black background. Very hard to see red and black together for a colorblind person.
Ah. I definitely get that. I'm not even colorblind and I have trouble seeing that as well.
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@Kagrenac said:
The overreactions I've seen to a perk that isnt even going to be as ludicrous as people say are quite funny to me.
And you know this how? Do you have the power of foresight? People are acting on the information that is available, and not some idealized scenario they've made up in their heads and pretended is reality.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/375308#Comment_375308
I personally don't equate in-game lore/flavor/etc. with post-game harrasment, but that's just me.
Do you seriously not understand how forcing a killer to commit suicide is more toxic as opposed to just having the killer surrender?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/375294#Comment_375294
I don't see how a surrender option with a suicide animation would result in a signifcant uptick in toxicity while a surrender option without a suicide animation would not. In both cases, a toxic person would think "lol, let's make the Killer ragequit because now we don't have to worry about holding the game hostage since the Killer can end the game themselves."
The forced suicide animation is more toxic than just the surrender. It's also more work for no reason.
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@HavelmomDaS1 said:
No.
We need to talk about NOW so devs have time to do something else. We don't want a DS 2.0 and wait 2 years for a rework.
I WON'T ALLOW IT.
Just after reworking DS and I thought "finally less annoying gameplay for killers" there is already another bullshit in the pipeline.
No. F that.
All the this.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/375274#Comment_375274
When a killer is extremely good and gets hos 4ks consistently without camping and tunneling BUT still decides to camp cuz that's more fun then fair enough you would have a point.
But 100% killers who camp are either
1. Bad and can't win otherwise
2. Are revenging a T-bagging toxic survivor
3. Have no other choice (endgame)
I don't know a single person who's an extremely good killer but still decides to camp just because it's more fun gameplay for him.
Disregarding the fact that survivors who die are worse than the killer who caught them by definition, you are right that camping is as boring for killers as it is for survivors. It's the killer equivalent of holding M1 to repair a generator, except survivors have perks to interrupt it very easily.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/375280#Comment_375280
The same thing toxic survivors would do if the Killer had to surrender to leave the game?
Surrendering is what killers already often do by going AFK. The literal suicide would just attract more and more toxicity.
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@GraviteaUK said:
https://forum.deadbydaylight.com/en/discussion/comment/375244#Comment_375244
If that's the case your quote regarding rushing gens in my eyes is incorrect.
Playing with the sole intent of finishing the game as soon as possible and stagnating on the same rank repeatedly is stale, personally i wouldn't consider that optimal anymore. I can only hope BVHR introduce some sort of rank incentive so gen rush dies.
So i wouldn't say it's proven anything other than you got out which is not really all that difficult, on average most killers will get 2-3 kills per game and even if they do get all three before you can finish the rush you still have the pity hatch.
It's really not. The best way for me to escape isn't to hope that the killer catches the other survivors before they catch me. I'm not a very good survivor, you know. My best hope is to open the gates and GTFO, which I can only do by repairing generators.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/375214#Comment_375214
? It's just the idea you mentioned with a little stylistic flair.
What do you think toxic survivors would do if the killer literally had to kill themselves to surrender?
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@GraviteaUK said:
https://forum.deadbydaylight.com/en/discussion/comment/375195#Comment_375195
Until now with the ranking changes.
Rush gens = No altruism and not boldness, So no ranking.
Sure you will get out and "win" but if ranking up is your goal, it won't get you far.
I play survivor to survive and killer to kill. All other concerns are irrelevant.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/375195#Comment_375195
Well, guess what immersive survivors not do: yep, not rushing gens. Slowly crouching to a gen, as soon they hear heart beat they lag away not commiting, don't have enough experience at chasing and go early down and give killer huge momentum etc etc
Guess what "aggressive" survivors don't do either? Yup, generators.
Not doing generators is not part of playing stealthily, period.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/375107#Comment_375107
Sure, this idea seems good. Maybe get cute with it and give the Killers their own self-kill animation similar to a mori, kinda like Hara Kiris from that one Mortal Kombat game.
No, nothing like that. That'd just be abused by toxic survivors.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/375181#Comment_375181
With useless many are trying to say "not optimal enough", which can make a huge difference against a strong killer
Genrush is the most optimal way to play, as proven over and over again.
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@Kurisataru said:
https://forum.deadbydaylight.com/en/discussion/comment/374943#Comment_374943
Beat me to it, you forgot to add that they want to be in this thread talking about how their way is equally great because "it's a play preference and no style is better than another". That would be true if they take the game as only being about surviving individually and not as a team, which apparently it is to players like them. I could make an essay of ranting about how many times I've played games where 1-2 gens were left and the game wouldve been long done with at least 3 people alive if they actually did gens and stopped stealthing across the whole map. They're just too busy trying to ensure their own survival to be useful for objectives.
And I could make an essay ranting about how many times everyone could've gotten out if only they'd sat down and fixed generators instead of trolling the killer and getting themselves killed in the process, leaving me to fix two generators and escape through the hatch.
Not doing generators is the problem. Not doing generators is not stealth. Hiding (by itself) is not stealth. Stealth is not the problem.
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@Crythor said:
Sry but what perk are we talking about? Can someonepost the effect of the perk please?
This perk would nullify every third hit a survivor received from the killer, essentially being Borrowed Time on steroids.
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@IamFran said:
Why some people say playing stealthy is useless and assume the people who play that way is doing nothing and just hidding?
I'm a stealthy survivor and I do gens and approach to a hooked mate when it's safe to save him/her. I don't know why I'm useless for the team.
Of course there are people who hide all the trial waiting the dead of their mates and get the hatch, but they are the immense minority.
Because most people don't understand what stealth is. They think it's just a Claudette with the darkest outfits sitting in a dark corner or in tall grass, when it's actually the most complex playstyle you can use.
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@Kagrenac said:
https://forum.deadbydaylight.com/en/discussion/comment/375157#Comment_375157
I didnt say you play nightmare. I'm just wondering who your main is if you have one. Some killers have a much harder time at the end game than others
And like I said, I switch killers and roles at random intervals, with the exception of the Nurse and the Nightmare, whom I avoid playing. I don't have a main.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/374921#Comment_374921
But he said "open gates" tho, and usually open gates means the killer camps. And the only way to have at least a chance is to hook rush or leave him dying. BT is bugged from what I have heard, so it's not the fault of OPs playstyle.
IMO, once the gates are open, it should be increasingly difficult to rescue hooked survivors, as opposed to the alternative. At the moment it's low-risk, high-reward. It's absurd.
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I don't play Nurse nor Nightmare. Besides those two, I switch between killers and roles at random intervals.