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OtakuFreak

OtakuFreak

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OtakuFreak
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  • @RakimSockem said:

    If you're only getting 2 hooks in the time it takes the survivors to do all 5 gens, you probably just aren't good at the game. Or at least not good at the killer you're trying to play.

    lol

  • Against optimal survivors, you will lose as the killer and have a horrible experience.

    That's just how the game is, if the survivors are competent and know what they are doing then there is absolutely nothing you can do to win.

  • @Peanits said:

    First and foremost, no, we don't hate killers.

    Second, this was something we were very transparent about back during the first Tome. Originally we had an even distribution of survivor and killer challenges, but this caused a lot more people to play killer than normal. When that happened, killer queue times went way up, making it difficult for people to do their challenges. Now there's slightly more survivor challenges than killer challenges as to not mess with matchmaking too much.

    "We don't hate killers"

    Then why have you done nothing in recent times to amend and help killers? You removed the one perk which was a band aid to the game's horrible state of map design and gave nothing in return.

    You have yet to also fix the pip system for killers.

    Or to make the majority of the killer roster not utter trash in competent play.

    Please explain to me why you haven't addresses the plague of issues Killers have?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147054#Comment_1147054

    ^ Don't mind the post above, just someone who only spews out hate for the other side because "reasons" they like to use the us vs them thing quite a bit leaving zero input or advice that is actually helpful to the game other than insults and rants.

    Literally all the feedback we gave for the Hex:Ruin being a horrible change for killers was ignored.

    This is the game now, blame the developers not the killers.

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147092#Comment_1147092

    You probably bring a mori and a slugging build everygame dont you?

    Of course I do, I'm sick and tired of the gen-rush and lack of care for my experience from the survivor's side. I used to play fair before the ruin nerf and try to let a survivor play the game. Now? I'm going to slug, camp and tunnel you without care.

  • @LetsPlayTogether said:

    So nothing new. Killer walk down the most cheap way possible.

    You probably bring DS, DH, UB & BT to every game don't you?

  • @LetsPlayTogether said:

    Here we go again. nothing of the porpsed fixes anything, it just makes it eaysier for killers to play cheap.

    Implementing the perk to reward killers for not tunelling is "cheap"?

  • @Arto_Time said:

    https://forum.deadbydaylight.com/en/discussion/135637/the-only-change-decisive-strike-needs

    In my eyes, decisive should be very limited. Keep it at 60 seconds, but make it so that doing gens, healing, entering locker etc cancels the perk. You can still vault and throw pallets

    A survivor could try to heal whilst being tunelled, or be interrupted and tunelled.

    Having it cancel when someone else is hooked seems the most viable solution. Perhaps doing generators should count as well? After all, if you touch a generator it implies you aren't being tunelled.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145615#Comment_1145615

    Then double the timer while slugged. Still reminder, im proposing this change alongside the "when someone else gets hooked ds deactivates"

    I still do not think this is a viable idea. As much as I think tunelling is a ######### behaviour for a Killer to engage in, the survivor should not be rewarded for being in a state of death.

    You can even avoid being slugged by simply jumping in a locker.

  • @[Deleted User] said:

    The problem with shortening the timer is that you don't actually fix the problems DS has. You just make them more rare. But making a problem more rare still doesn't fix the problem.

    I'd just rather they fix the perk to not punish killers for doing their jobs too well, and not reward survivors by making it so they get rewarded for ridiculous plays, like being grabbed when trying to unhook someone right in front of the killer.

    This is why a condition to deactivate Decisive Strike is the best solution. In the clip you show off the Spirit "tunelling" the Steve, if this condition was in the game, he wouldn't have abused the perk despite the Spirit clearly not tunneling him.

    But many survivors do not like this, so 40 seconds is an adjustment a killer-main such as myself would love to take.

  • @BigTimeGamer said:

    i'd rather they change hawkins

    its horrible for both sides

    Disagree. For killers it is a great map to have given it is an inside map/many pallets are unsafe.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145609#Comment_1145609

    But you want to be make it anti tunnel by making it so hooking deactivates it.

    To me it would make sense if getting slugged (you know after getting tunelled) would still punish the killer IF he went after you and decided to not hook another person. And not just wait 40-60 seconds for that timer to expire.

    The killer is already having to wait out Decisive Strike if he is slugging you. You also have other perks to counter slugging and teammates to get you back up.

    You're proposing that the survivor who is being tunelled and slugged, should have an infinite duration of Decisive Strike and thus, perfect invincibility with no counter? Horrible idea.

  • Horrible idea. If you want to get the perk off, get in a locker.

  • @Nivek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1144997#Comment_1144997

    Keys you have to work to be able to use. Moris you do not. There's no comparison between the two.

    Are you trolling? The killer has to chase a survivor, successfully out-mind them on various loops, down and hook them and then do the entire process again to be able to outright kill them.

    In contrast, a survivor merely has to hold M1 on a generator and once the hatch has spawned, merely walk around until they find it and then easily escape.

    Against optimal survivors, a mori is harder to use.

  • @Cheers said:

    My proposed change is either if the killer hooks another survivor or if you work on a generator. One of the two and not both.

    That's also a perfect fix. Keep it at 60 seconds but allow Decisive Strike to deactivate once another survivor is hooked.

    Sadly, survivor mains do not like this change from what I can tell. Eventhough it would make the perk truly anti-tunnel and not anti-momentum.

  • 1 minute is too long. That's the main issue I believe. If it was kept at 40 seconds at most, it would the majority of the time deactivate once a killer chased another survivor, downed/hooked them and came back to the survivor who had DS.

    And no, it is not tunnelling if the killer actively ignores you, hooks someone else and comes back to you.

    in DS Comment by OtakuFreak
  • Survivors:

    -Keys need to be changed appropriately.

    -Decisive Strike needs to be changed to fit the theme of "anti-tunnel".

    -God windows and broken structures for survivors to abuse need to go.

    -Fix the pip system.


    Killers:

    -Mori's need to be changed appropriately.

    -An early game mechanic (ScottJund trial warmup is the general basis) needs to be introduced as there is no pressure at the beginning of the game due to no fault of the killer.

    -Some killers like Leatherface, Clown, Legion and other unviable characters need some love.

    -Fix the pip system.

  • Yellow Mori should be base kit. Green/Red Mori's can kill people after one hook but only if the entire team has each been hooked, to prevent tunnelling off hook.

    Keys should only work for the user and not the team. If someone goes through the hatch, it should immediately close after them. Make it so they can't be found in a match.

  • He's pretty balanced, although the main issue I have with Demogorgon is the amount of information he gives to survivors with anything he does:

    -Hitting a survivor tells everyone to possibly get on gens as a chase is happening.

    -If he gets stunned or misses a hit you'll know which part of the map is unsafe.

    -His portals arguably shouldn't be susceptible to being cleansed. His power already has a large cooldown and screams "I'm teleporting and coming for you!!".

  • @evil_one_74 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1144920#Comment_1144920

    Definitely not fun. I've been there many, many times over the years. Thing is, most of your killer mains don't give two s***s about the survivors fun, or keeping the game enjoyable. Some will even admit it. Some players lose sight of the fact that it's just a game, and that it's there as an escape from all the stress and aggravation of real life.

    I mean... I'm aware if the survivors are having an awful experience in the match but at the same time I'm not there to coddle them or make their job easier, I'm there to kill them at any expense. Unless the game is going slow and the survivors aren't toxic, I'm not going to be friendly/kind (I.E hook 3 times).

  • Survivors: Have top tier perks which give second chances without counters.

    Killers: Gets a single second chance perk with a easy counter.

    Also Survivor: NOT FAIR, IT REWARDS BAD KILLERS!!!!!!!!!!

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143053#Comment_1143053

    Killers absolutely complain just as much as survivors do. Both can't learn to take a loss or accept being outplayed.

    Except half of those ''outplays'' comes from the game being survivor-sided. Oh no! I'm being outskilled by a survivor who is abusing this god-window or broken structure that I literally cannot do anything against besides press W and hope I get in a hit in the next 2 minutes.

    Just one example.

  • Here's a few tips:

    -If you suspect someone is close, don't pick up the survivor straight away. Walk over their body, pause and then look around. You can bait them into thinking you're picking them up only to turn around and go for them.

    -If you know what direction a survivor is at/distance, you can pick up the survivor with your camera facing the opposite direction.

    -Lightborn, is a perk which makes flashlight saves very difficult.

    -Always try to face a wall/obstacle so survivor's can't get a good line of sight to your face and thus can't save.


    It's about awareness really, if you know which direction the survivor is coming from you can do a lot to counter them saving the survivor with a flashlight.

  • Ebony Mori gives me a chance to win against optimal survivors. Otherwise, I get gen-rushed in 2 minutes.

    I'll gladly tunnel someone off the hook as well, I could care less about survivor experience when they bring toolboxes and clearly don't care about mine.

  • "jUsT pReSsUrE tHe GeNs" - typical survivor main.

  • @BenZ0 said:

    @OtakuFreak

    The Hatch only spawns when 3 gens are done, so 2 are left. I described here in my post that they didnt manage to finish 2 or just made 1.

    In a general match, the hatch may spawn. But for your game, they were just holding the game hostage.

  • If they aren't trying to do generators there's a chance they're looking for the hatch as they have a key.

    If not, they're holding the game hostage and it is a reportable offense.

  • NOED is the only reason survivors don't try to bully me late game.

    Because I'm an actual threat and danger to them, unlike the rest of the game where they have DS, BT, Adrenaline or Unbreakable to fix their mistakes.

  • As a Killer:

    -Survivor 1 is unhooked by a teammate.

    -I explicitly ignore them and go for someone else and down them quickly, hook etc.

    -Survivor 1 comes to rescue teammate but I down them and proceed to pick up.

    -stunned by ds

    Like how does that count as tunnel lol. What a stupid perk that rewards mistakes

    "aNtI-tUnNeL bTw"

  • I propose these changes to appease the frustration Survivors experience

    - git gud scrub

  • Ranks are pointless.

    Survivors get pips for doing nothing.

    Killers get no pios for doing well. Oh, you killed them all in 2 minutes? -1 pip for you! How dare you do your job to well? You're supposed to let the survivors live and have fun.

  • @toxicmegg said:

    you can just push the survivors out by hitting them

    That's not as much fun though. I'd love to close the door after 2-3 survivors leave and have the last one all for myself without any interruption ;)

  • I bring a mori, but then only use it if the survivors are playing well and have a fair chance to escape. Otherwise, I just 3-hook everyone so we can all play for much longer.

    But as others said, it is your game as well, do what you want.

  • I enjoy playing killer and watching survivors get ######### (I.E Outplayed) and then proceed to complain and blame the game/me for it.

    The tears of toxic survivor mains fuels me to keep playing.

  • The general counter-argument to this perk is ''just slug'' the survivors. Yet, this isn't a viable counter to the DS because the killer still loses out regardless of what he does:

    -If I was to slug a survivor for 60 seconds, then this gives the other 3 the opportunity to complete generators (reminder: 80 seconds to complete a generator by yourself, that's practically 3 generators done because of this perk)

    -If I was to leave them on the floor and go for other survivors, then they will simply be picked up by a teammate. If the survivors play optimally, I'll be in a chase with another for minutes on end whilst the slugged survivor goes back on a generator.

    -Unbreakable, which is commonly ruin alongside DS completely negates this strategy and makes the killer lose even harder.

    ''Why would you slug for 60 seconds?'' - because I have no idea how long they have left on the timer, if I just recently hooked someone else and downed the person with DS. Sure, I'll probably estimate that the time is far lower than 60 seconds, but I'll be leaving them on the ground for longer than necessary usually to ensure I do not get stunned.

    Counter-play implies the killer has the opportunity to deactivate the advantage the survivor has (I.E the immunity) when he actually doesn't here. No matter what he does, the survivor benefits even if they act stupid.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012447#Comment_1012447

    @OtakuFreak

    Sure, that's why I play against red rank killers who know how to properly counter it.

    Here is the direct quote from a dev: " The 60 seconds does allow for enough time to find a killer after being unhooked, but I believe it will come down to a smart strategy in that case."

    What's the counter to Decisive Strike then?

  • @Blueberry said:

    Just make it deactivate on hooking a different survivor and that should be fine.

    @BigTimeGamer said:

    it should deactivate if someone else is hooked, its that simple

    i play surv and killer at reds so im not some "bias kiler main >:("

    This.

    Oh look... a survivor main who doesn't want their crutch perk to be nerfed because they're trash without it.

    =)

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012412#Comment_1012412

    A lot of survivors try for the unhook because...

    1) It feels crappy leaving someone on the hook to die. It’s not fair.

    2) You take a big penalty to altruism if you leave someone on the hook. So survivors are kind of forced to unhook just to negate that penalty.

    Its a lame playstyle and often used by people who can’t be bothered playing normally to either troll or get easy kills. Why shouldn’t they be hit with a DS? Its designed to punish players like that.

    1) It sucks for the killer to be stunned when they didn't tunnel the survivor who had DS to begin with.

    2) The killer suffers for camping as well.

    Both sides suffer, yet killer seems to be punished even if they play fair.

    @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012424#Comment_1012424

    @OtakuFreak

    It's not. Devs never said you can only use it for "anti-tunneling" purposes. They even stated specifically that if the killer happens to find you AGAIN, it will come down to a strat from killer and survivor.

    Also, if u don't seek-out the same survivor it is no longer 60 seconds. Slugging is a good counter, why do you think killers in red ranks use this strat?

    Even if it isn't recognised as an ''anti-tunnel'' perk, there is no excuse for this perk to give a survivor a full minute of invincibility.

    There's no counter play for the perk here. Slug? Well, enjoy waiting for the full minute as generators will pop & unbreakable exists (or other survivors can intervene and help).

    Most killers in red ranks just outright ignore the survivor with decisive strike, because it discourages tunnelling.

  • This is what happens when the developers cater to the survivors, whilst not fixing a broken matchmaking system. It is natural for people to not want to play killer when they're essentially just tools to facilitate survivor fun.

  • Survivors getting a nerf? Shhh, we must facilitate them to have fun.

    But on a serious note, fix decisive strike to a state where it is ''anti-tunnel'' and not ''haha i have 60 seconds of immunity, watch me stun you even after you didn't tunnel me''

  • @Johnny_XMan said:

    DS is not strictly an anti tunnel perk.

    It is intended to be an ''anti-tunnel'' perk yet can still benefit the survivor if the killer actively does not tunnel them.

    It is an ''anti-momentum'' perk, as no matter what you do as a killer, they receive 60 seconds of immunity.

    It is broken and needs to be fixed.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012412#Comment_1012412

    Dude, DS needs to exist otherwise survivors have no protection against tunnelers. You want to gut the perk and make it so the killer just has to step in another survivor's direction for a second to make the perk totally useless. How would you feel if PGTW could be deactivated by survivors if they finish a heal?

    Tunnelling refers to the killer solely focusing on one survivor whilst ignoring everyone else, even if it is less beneficial for them. In the context of Decisive Strike, if I actively ignore the unhooked survivor and chase another and successfully down and subsequently hook them within 60 seconds, why should the person who was unhooked keep their DS? I didn't tunnel them whatsoever.

    It is an ''anti-tunnel'' perk, not ''I get 60 seconds of immunity even if u dont tunnel me lol'' perk.

  • @Waffleyumboy said:

    The first one itself is too much. Neutering DS and making tunneling the most efficient strategy as killer again seems to be your goal.

    Right, because it is fair for a survivor to have 60 seconds of invincibility, yes? It seems giving survivors a broken perk to abuse seems to be your goal.

  • @ClickyClicky said:

    1) No. I’ll give an example...

    Survivor is on hook. Killer is proxy camping or whatever. Second survivor goes for unhook before second stage. Hillbilly comes sprinting across, or Leatherface comes out of insidiuos, instadowns second survivor, hits down first, hooks fresh survivor, now first survivor goes back on hook again.

    These kinds of situations happen. Killers with instadowns that camp could benefit greatly from this idea. Right now DS is the only way you can ensure you get out of the basement, since you can’t guarantee the other survivor will be running BT.

    2) Partly agree. Survivors shouldn’t be cocky enough to go gen rush. At that point they aren’t being tunneled. Not sure if I agree about unhooks again due to campers but at the very least there should be a limit on how much they can do.

    3) Undecided either way. Sometimes its exploited, other times the killers deserve it based on the way they play.

    The survivor who went for the unhook clearly made a mistake here. If you're aware that the killer is camping, especially if it is a Bubba, why are you going for the unhook?

    You made a mistake, or got outplayed by the killer - why should he be punished for something the survivor did wrong? Plus, BT does exist.. which would completely remove this situation from ever happening. (i.e the hooked would escape).

    The example you gave can go the other way as well. You can ignore the survivor who was just unhooked, hook someone else and watch them come back 30-40 seconds later aggressively (only to be downed) and stun you with a perk that is supposedly ''anti-tunnel'' yet you never actually tunnelled them.

  • I agree that maps are the main problem with the game. Loops without any mind-game potential (which is the skill factor of this game) or are borderline infinites with the addition to large maps which punish low mobility killers need to be looked at.

    At the same time, gen speed should be looked at. Perhaps, the more generators are up, the longer they take? That way it avoids 3 generators popping before the first down?

  • Bubba.

    I love how lethal he can be in certain situations. The basement is easily a death sentence for the survivor/game if I decide they are unworthy of my kindness (i.e whether I patrol or outright leave to allow a save).

    I do recognise he is a weak killer, but there seems to be a stereotype that bubba players are stupid (i.e respect pallets) and weak players in general. I love breaking that stereotype and crushing survivors who underestimate me.

  • @thrawn3054 said:

    Or continue to practice and improve with the killer you like. Winning without ruin is definitely possible. I believe @LordGlint is fairly proficient with Bubba. He could probably give you some advice.

    Against optimal survivors? Not possible.

  • @ReallyBigShoe said:

    Don't forget noed. :)

    true, any other perks which make S U R E the survivors are having fun when I play spirit?

  • @CosmicGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008812#Comment_1008812

    "How dare you?! You should be able to kill them all without no major issues. If you can't do it, you're just simply crying and are a baby survivor" - Average survivor

    jUsT aPpLy PrEsSurE

  • As someone who enjoys playing Bubba, it seems like even whilst using Nemesis/PWYF - I'll have to sweat, or just be downright an ass by tunneling & camping to win.

    Ruin gave me time to play fair. It allowed me to make 1-2 hooks if I was somewhat lucky. Now? If its a big map, then it is pretty much gg.

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