OtakuFreak
OtakuFreak
About
- Username
- OtakuFreak
- Joined
- Visits
- 420
- Last Active
Comments
-
If survivors are allowed to have a method to leave the game without being punished, then where is the option for killers?
-
The only second chance perk a killer has is NOED, other than that there isn't anything that gives a killer a chance to come back from a mistake or the survivors winning.
As for the survivors.. they have a lot of second chance perks, which some are unfair whilst others are fine.
-
Tunnelling or camping a survivor is a legitimate strategy in the killer's arsenal, only entitled survivors complain about it.
-
@toxcitynacl said:
Don't tunnel and you don't have to worry about DS.
hahahahahahahaha
-
Just don't tunnel 4head
-
No.
Mori is the only counter to survivors intentionally abusing Decisive Strike.
-
As @Sairek has beautifully mentioned. The power of Decisive Strike isn't in the actual stun itself but the threat of it.
Even if the survivor doesn't get the stun off, they're given 60 seconds of immunity where the killer cannot touch them and in certain situations that is absolutely broken.
So the whole "just slug them" isn't good enough.
-
Honestly the only thing DS needs is to deactivate when another survivor is hooked, since that is the literal definition of the killer NOT tunnelling you.
-
Pick Bubba to ensure they die a miserable death on hook.
-
@neekocheeko said:
https://forum.deadbydaylight.com/en/discussion/comment/1159243#Comment_1159243
So if both sides sweat and they still end up getting 2k, then that means it's balanced as that's what the devs are aiming for right?
I think looking at the end result only (I.E how many escape or get sacrificed) is the flaw in this vision. Sure, if the average game has 2 of the survivors escape and the killer sacrificing the other two, it sounds balanced on paper but in the actual game itself it isn't.
There's many incidents where the survivors are outright bullying the killer for the majority of the match or are abusing broken mechanics in the game, but then make a single mistake towards the end-game which cost them 2 lives. Is that a balanced game?
You have to actually look at how the game play plays out as well, results aren't everything and the kill/survivor rate can be discarded imo
-
I'm probably biased as a killer main:
If a survivor loops an overpowered or broken structure, sure, it is very tilting and makes me low-key salty. But I won't blame them, but the game instead.
If I, the killer decide to camp or tunnel, then what is the difference with what I've just mentioned. You didn't do me a favour, why should I do you one? Plus, I'll need to camp/tunnel because of the game being crap at times, so blame the game, not me.
-
Because they're generally the best of the best, so to see them play very well yet still get gen rushed into oblivion really highlights the issues with the game. Plus, against optimal survivors, I think these guys even struggle to get above 2 kills.
-
Well if we change Oni-chan to not get blood from ''No Mither'' then we should completely rework spine chill, right? It basically makes stealth killers redundant anyway, the reverse of the issue you're talking about with No Mither.
-
She's hard to play and got nerfed. Plus, she has many bugs that the developers have yet to even look at because she's not a survivor.
-
Killers tend to slug, camp, tunnel or bring very powerful addons/offerings because of the balance of the game being heavily favoured in the survivors favour, especially after the ruin nerf.
Then again, I know survivors bring their most powerful perks, addons and offerings as well because killers might do the things said above, it is a vicious cycle where we both point fingers at each other.
For me though as a killer main, before ruin got absolutely gutted for survivors, I did tend to play ''nice'' and fair unless the survivors were toxic. I wouldn't camp, tunnel, or slug to a harsh degree unless it was very stupid to not do otherwise. But now, since ruin is gone and gen rushing is at an all time high, I could care less.
-
@[Deleted User] said:
Part of the reason is so that survivors aren't stuck being broken when they want to cleanse.
The other part of it being the way that it is, is probably another one of those things BHVR does to avoid "survivor frustration" and to make it "fun for survivors" that they like to keep touting about. And I wish I was being sarcastic and joking about it, but I strongly believe that's why it is based on recent reasoning for why they do what they do.
You're correct in that idea. Survivors have the power to remove a killer's ability at will if they wanted to (some killers of course).
Plague? Don't cleanse and she is an M1 killer with better tracking.
Myers? Resist being stalked.
Oni-chan? Heal at all times.
It may seem like pointless complaining, but survivors having the power to cancel out a killer's power at any time is definitely to make their role less frustrating.. whereas killers have less of a power to counter survivor abilities.
-
Biggest downside to the survivor role is your teammates. Prime examples of teammates being absolutely useless:
-Despite using Kindred I still reach second phase
-Someone will hook save me but will not protect or heal me. The killer will come back and my teammate will make a run for it, leaving me to get downed and hooked once again.
-The killer will have me on death hook, or be able to mori me but my 2/3 teammates who haven't been hooked once will do nothing to help me and even if I come towards them basically screaming ''bodyblock, please help me'', they'll run away.
As a killer main, if I BLATANTLY see teammates not helping another deliberately and act selfish, I'll let the survivor go and go after his teammates.
-
@Desh said:
If you don't like Iron Will, counter it with Stridor, Blood Hound, etc. There are counters, it's on you to break from your meta perks to use it.
You say that yet some of those perks are essential in making the killer role less miserable. With the rampant issue of gen times, you can't blame killers for having to bring anti-gen rush perks.
I know there is Stridor, but the idea of ''just bring this perk'' to counter it isn't entirely viable, as once you are in a game, you cannot change your perks at all.
That's like how people said ''just bring iron will'' to the counter spirit argument, where it was invalid.
-
It is one of those unintended mechanics that seems impossible to fix, sadly. The only option would be to remove the option to actually attempt to pull yourself off, but then those rare moments of getting lucky or having deliverance would be removed entirely.
-
Imagine being able to use deliverance as the killer is slamming you half-way on the hook.
-
@PigMainClaudette said:
Killers have a lot of frustrating perks to go up against too. I'd argue that Devour Hope is subtly OP. The Gen-Rush meta was also formed because a lot of killers decided to make themselves a KILL-Rush meta after Ruin rework.
If you wanted to counter Iron Will, then I'd suggest running Stridor as a lot of Spirit players say that it is really good at countering it.
There's nothing overpowered about Devour Hope, if you ask me. Unlike Iron Will, there is a non-perk counter to the power itself (I.E cleanse the totem, force the killer to stay in the vicinity to not gain stacks). For DH, you need to hook survivors after ending chases with them, it's one of the best perks for rewarding the killer.
-
The direction the developers need to take is to start fixing maps, as they play a major role in the issue of Killers getting gen-rushed and struggle to apply any pressure at all. If it takes you 30-40 seconds just to walk to the other side of the map, then that is a massive flaw in the balancing system of the game.
With maps being fixed, loops need to be less ''safe'' for the survivors. Many structures/maps have loops which are not able to be mind-gamed, which not only makes the interaction between Killer/Survivor boring, but gives the survivor a temporary state of invulnerability (I.E you cannot do anything to me on this structure).
Once the maps were properly fixed with the addition of loops/structures being balanced, perhaps they could look at some specific survivor perks like Decisive Strike, Prove Thyself or others which create unfair issues on the killers side. However, fixing the maps and loops of the game would probably solve a majority of the issues Killer face.
TL.DR - FIX maps to be smaller and make loops less ''safe'' so survivors/killers have more mind-game potential.
-
It didn't count for the ''sacrifice all survivors in the basement'' tome challenge, so I doubt it does here.
-
Survivor: For The People + Aftercare) Allows you to save someone in a critical situation and then gives you vision for the rest of the time you spend before being hooked.
Killer: PWYF + Nemesis) Killers like leatherface get much better and punish looping in some way.
-
@Clockso said:
i just hate how they can easily ditch loops while the killer is mindgaming himself at the jungle gym while the survivor is long gone, like you can hear a healthy survivor running by their breathing but injured survivors with iron will literally make no noise, only footsteps which are covered by the chase music, but generally it isn't overpowered, just a strong perk
That's another subtle thing as well. Survivors when injured make less noise when fully healthy. Staying injured with a perk like ''Dead Hard'' pretty much makes you full health in some circumstances.
No wonder why survivors choose not to heal and just rush generators, considering they can still hide from the killer.
-
I think they're perfect the way they are. They can aid the speed on a generator by a much more limited amount now and allows for more time spent in the trial.
Let's be honest with ourselves, they were too strong and needed nerfing.
-
This is what happens when you take away ruin and other mechanics which acted as a band aid to the gen rush phenomenon, killers stop playing so nice and begin to do whatever they need to do in order to win or not get outright bullied.
Every since ruin has been gutted, the amount of killers who downright camp, tunnel, slug, or BM has increased drastically (at least for me). We killer mains, did try to tell the developers that this doesn't only affect the survivors positively, but negatively as well. But did they listen? Of course not.
-
@[Deleted User] said:
You didn't think that survivors being able to do 5 generators in 3 minutes wasn't a problem? Because I certainly did.
Bro, you need to pressure the gens more. Good killers can easily pressure all of them /s
-
It would start as you were opening the door, which contradicts the power of the perk where you start healing INSIDE the locker. It is hardly a nerf and will not make a single bit of difference in 99.99% of your games as a survivor.
Really just complaining about absolutely nothing.
-
They shouldn't touch them until other core issues regarding killers have been fixed (map design, weak killers). Sounds rough, but the truth is that some killers even with a mori struggle against optimal survivors.
-
The amount of ######### survivors get away with because of this perk is astounding. But don't worry dude, just "dOnT tUNneL 4HeAd"
-
He needs to be 115% and perhaps be able to have a magazine in his gun, able to shoot 2-3 harpoons before he needs to reload.
He has no map pressure or movement abilities at all and his power can be denied at certain loops or structures, thus they need to make his power stronger in order to end chases quicker, which is his main strength at the moment.
-
Ah yes, let us nerf killers some more.
-
@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1151365#Comment_1151365
Then you re just bad as you clearly cant think of what those op items can do and cant weaken them all.
Enough of your ignorance, silence.
-
@[Deleted User] said:
I've seen Ruin 3 times in the past week.
One of them was a Demogorgon. He made good use of it but it was ultimately cleansed in about 3 minutes (after 2 gens already popped). Another was Ghost Face. It got cleansed in under 30~40 seconds. The other was a Billy. It got cleansed in under a minute.
Ah yes, the vision of the developers wanting it to last all game/run till late-game sure is working /s
-
No. Even if a killer brings their best perks, addons and offerings - it is still inferior to the best perks, addons and offerings that a survivor could bring.
Add SWF into the mix and the survivors are the stronger role.
-
If you look at the same survivor twice in the same match, then it is tunneling.
Shame on you for not knowing the survivor rule book.
-
He's fun but pretty trash in terms of strength.
-
Gay basement incoming
All those who leave shall not leave straight
-
@Hsizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1150738#Comment_1150738
if you think hes low tier youre bad
-110 killer
-No map pressure
-Easy to avoid power
-Power can be avoided at certain loops or structures, making him a 110 M1 killer.
He's bad.
-
@[Deleted User] said:
What is with these forums so late at night.
"First DC should be a permaban"
"Running a loop should be bannable"
Yall just need to go to bed like jeeze.
*laughs in GMT*
-
But how would survivors last more than 30 seconds then?
-
Because he's just a budget Huntress with a cooler design, but that's it.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1150686#Comment_1150686
Here we have a thread where both sides are claiming that the devs only cater to the other side. :P
K
-
Yeah let's nerf him its not fair that he can shoot so fast, clearly op
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1150668#Comment_1150668
See? Like clockwork. :)
Just like how the developers ######### in the fandom's mouth only for people like you to still defend them =)
-
Killer is a role which exists to perpetuate the fun for the survivors, nothing else.
It doesn't matter if you got bullied, the survivors had a good time and that's all that matters - developers.
-
They nerfed Deathslinger's perks and gave a QoL fix to Karina's perks.
Typical behaviour, got to make the survivor experience as fun as possible without any consideration for the killer.
-
@TAG said:
Dead By Daylight: A game where both sides think the devs cater only to the other side.
The developers cater to the survivors, fact.
-
Survivor rank is absolutely meaningless. I can delibaretly throw or play like ######### yet still pip.
All whilst killers struggle to pip, even at 4K's.