PlaysByShady
PlaysByShady
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@Pryometrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1487362#Comment_1487362
Resulting to insults, you really are a kid. Grow up. If you want 4k then get better or stay mad ya try hard lol. Also I get that people do want just kills and not pips and bps, they're called try hards and sweaty people.
Wait, wait, wait... firstly, I responded completely in kind to your comment. You projected an unfounded opinion onto me, and I responded with a qualified response to you. There was no insult there, it's an observation that appears to objectively hold true - because if you were capable of respecting the fact that not all people play for pips or bps, it'd nullify your entire comment.
Secondly, don't tell me to grow up. I've probably got hair in my backside that's older than you!
You want to call people try-hards or what-not. You go ahead. It doesn't change the point in the slightest. It just means you've come up with a term that you consider derogatory for people who want something else from the game, and you're the one who then projects the idea that others are sad.
Please... don't buy auric cells, you need brain cells.
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@JPLongstreet said:
Imagine two survs are dead, one in chase, and you're tryin to crank out that final gen, just to discover all three remaining are four-sided abominations....
I take your point. Having 3/7 gens being 4-sided is extreme in the first instance, even for a 4-man SWF team. I'd say 1-2 should be - maximum - under those circumstances (4-man SWF). In other cases, it should be mostly 2-3 man, or in the case of solo players, 1-2 man gens.
The balance comes down to the type of gens spawned based on the nature of the survivors... and it forces the groups to play as a group, without penalising solos so much for playing solo.
Now, say we have a 4-man SWF team, and 2 are dead, 1 in chase... if the last survivor finds himself trying to complete a 2-man gen on his own, well... they should have cranked those out first and perhaps left the solo gens for later (which would mean that there needs to be at least 1-2 solo gens per match).
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@Pryometrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1484980#Comment_1484980
Sad when you need 4k to get satisfaction, you can pip and earn a lot of bps without even getting 1k lmao.
It's sad that you lack the capacity to consider that different people want different things out of the game. Some people don't care about the pips or bps...
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I think you've completely missed the point. The reason you can't change killer is because of MMR, it's finding survivors that match with your skill for *that particular killer*. If you were to swap to another killer, say one you're a lot more experienced with (or perhaps a lot less), you're not going to have a fun competitive match.
I understand your point, that's it's awkward when you see a team that appear built to defeat your choice of killer. I get that. The question I pose to you is how would you fix it whilst maintaining the integrity of the MMR system?
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I think they should be removed because it robs the killer of having the satisfaction of getting the 4k when they've worked for it by allowing someone to literally get away through either product of chance, or by throwing the game (i.e. hatch-camping, or hatch-tech). It's a feelsbad for the killer, with no alternative mechanism or counter.
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I'd be happy if they brought her in line with other killers and didn't force her to undergo the stun AND fatigue when she gets hit with the pallet (whilst also having to wait for blinks to recharge, and losing sight of the survivor, etc)
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As a s/w dev myself, I too fail to understand why it takes so long to fix what should be simple issues (if the code was written properly in the first instance).
I get the impression that the code is full of code smells & rot, and a case where you tug on one thing, it brings multiple other unrelated things down. Either that, or literally no-one is working on fixing the bugs and it's all about cosmetics and opening new avenues for revenue generation.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1467836#Comment_1467836
Can you give me an example of when tunneling and camping was done with the intention to not be toxic?
Also I guess if the killer is farming, teabagging and flashlight clicking can be seen as friendly, otherwise it's just annoying.
When the killer is losing grip on the game and needs someone out ASAP? I tunnel in this scenario - that survivor left alive still does gens, even faster in the case of resilience!
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I got downed and hooked literally right in front of the exit gate. Whilst this was happening, another survivor was being rescued with BT. I said to let the rescuer get me, as she had BT and therefore it was a free escape. The rescued person said he had BT so he's rescuing me... which led to complete disaster because he meant it as in he had the effect of BT, and not the perk itself. The killer hit me, I went down again immediately and died thanks to that completely pointless move.
https://clips.twitch.tv/VenomousSincereAmazonSaltBae -
"Spirit lack of counterplay comes from the fact that her power has no tell in a chase"
I stopped reading after this point because she absolutely does have tells:
1) She stops dead in her tracks, and stops rotating too
2) The environment still reacts around her (e.g. grass moves, birds fly, etc).
3) Something I only see good survivors do against Spirit is dropping pallets early. You can vault pallets, she can't. So drop them early to cut off the different routes she has to get you, it narrows down the possibilities of where she could be
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@tippy2k2 said:
I find it painfully boring to just sit there and stare at a hanging survivor but I guess if you have fun standing there, go nuts.
Oh yeah, that's not fun, and that's not what I was trying to convey. I'll stick around and see who else I can find, knowing at some point someone will be coming for the rescue and then there's 50% of the team by the hook. What I meant was that I'm not going to make it my priority to run to the other side of the map allowing a free save. I don't literally sit staring at the hook, lol
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@Respectfulnancymain said:
No one cares.
You cared enough to comment... guess that makes you no-one. Which is about the weight I lend to your opinion.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1467390#Comment_1467390
Sorry if I read you wrong. You didn't say "all" survivors, it is just said so often I guess I generalized there.
No I'm a killer main, I have over 7 devotions as killer and 2 as survivor, but lately I'm 50/50.
No worries :)
Not sure how you missed that in my first reply though? But never mind.
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@vector said:
https://forum.deadbydaylight.com/en/discussion/173835/gen-camping-for-real
wow, it actaully a reality , i created topic when joked about camping of gens
https://forum.deadbydaylight.com/en/discussion/174052/friendly-reminder#latest
oh it's definitely real... you can see my game here if you like: https://www.youtube.com/watch?v=1Gouixdiia8
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1465619#Comment_1465619
You literally say, "Is there nothing that survivors won't complain about..."
Yes. Yes, I did. You projected the 'all' in there, which completely changes the meaning.
If I said "Americans love cheese-burgers", are you gonna respond and say "Well, my Aunt Cheryl from Pittsburgh is more partial to ham-burgers, so you're wrong"? That just demonstrates you don't understand the basics of English communication.
I didn't say "all survivors" because I'm educated enough to know that you can't make such general sweeping statements and apply them to everyone, unless you have total domain knowledge which no-one can claim to have. I didn't even say "most survivors", even though that is my experience; I've very rarely come across survivors that have been beaten royally and they give kudos to the killer for playing well (I myself make a point of doing so). I can't say "some survivors" because that would imply the minority, which is certainly not my experience of those who complain, and from my understanding from listening to others as well. So I left it as just "survivors", without any further categorisation. You did that all on your own, and then had the audacity to project that back to me.
Are you a survivor-main by any chance? This last of thinking is a trait I often see from survivor-mains, which is expected as survivor is an easy role to play, and completely unlike killer where you have to juggle multiple different things simultaneously, as well as master multiple distinct characters (as opposed to survivor where the mechanics are all identical).
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@Clevite said:
You had a good story until you lumped all survivors into one sterotypitcal group.
This was an act of two individuals, not all survivors.
You had a good point... until you starting making stuff up.
Just to make sure, I went back and re-checked. Yup, I never said anything about all survivors. You came up with that on your own. I only asked the rhetorical question as to whether there was anything that survivors wouldn't complain about - that's very clearly a wide general question, and understood in this forum to be in the context of survivor's crying about face-camping, tunnelling, etc, etc, when the killer is merely going about their objective.
I also followed this up stating quite clearly "some people", not "all people".
Next time, please try not to be so judgement and projecting your limited narrow interpretation on what was a wide general statement.
Thank you.
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You're not allowed to down the guy we just rescued off hook 'cos that's tunnelling - even if the rest of the team are crowding around, and the hook is right in front of the open exit-gate.
The killer should attempt to make a futile effort to down someone in full health in the gate, rather than down the only injured person in the team in the hopes it forces the other players to stay and potentially make more mistakes.
Oh, also... if there's someone on the hook, and two other survivors around looking for the save + heal, you must go to the other end of the map, far far away, and find the elusive fourth survivor, 'cos otherwise that's just camping the hook!
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@tactic said:
Even if the killer has no options left, it’s still terribly annoying and unfun for the survivor being camped.
It makes sense that people would be angry and take it out on the killer, it’s still a scummy strategy even if there isn’t much else for them to do
Not a scummy strategy at all. A bird in the hand is worth two in the bush.
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I don't believe they actually are. I've submitted a number of reports of cheating, survivors working with killer, etc, etc. I've gone through the steps of making the report in end-game, and filing a report on their web-portal, and even supplying video evidence of the issue in question.
You get the generic response back, "blah blah blah, we're looking into it, blah blah blah, we can't tell you the outcome, blah blah blah". But I know nothing will happen... because any time I supplied a video demonstrating/proving the issue, those videos have sat at zero views. If no-one even bothered to click the link and look, then what's the likelihood they went ahead and did something.
So, I've completely lost faith that the devs will actually do anything. They'll just tell you they will to keep you happy. And it's no wonder toxicity keeps growing.
But hey, new cosmetics...oooh, shiny. Now we're distracted again and will keep parting money for that new costume whilst the same bugs and problems are still in the game and left unresolved.
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Some survivor SWF groups are just plain dumb.
I had one game this evening where they just ran me around the map. Ultimately in the end, I managed to get one (Meg) on the hook. The problem was, the hook was right in front of the door, and everyone else had healed.
Luckily, Meg's rescuer didn't have borrowed, and she didn't have DS... so when they unhooked her, right in front of the open door, with her being the only one injured, who do you think I went for? Obviously, the Meg...
They ran out and left, she died on hook.
In the end-game chat they got super salty about me tunnelling her in the end. Like, for real... what did they expect me to do? Go after a fully healed survivor literally in the exit gate with expectations that was going to pay off??
For real, some of them just literally have no brains, and don't realise the role of the killer. The clue is in the title... killer!!!
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Ah sorry, try this: https://www.twitch.tv/videos/665972194
I've no idea if someone broke a totem, I was the killer. It's quite possible they did.
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Need?? Or want?
I do feel a lot of the community get these two words mixed up. A lot!
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Toxic survivors by far. Very few will say gg after being hammered into defeat. They'll only say GG if they managed to run the killer around and abuse him, etc. Their definition of GG is that it was good for them, not a good match overall.
Some are so toxic they'll blame anyone and everyone for their own mistakes... they'll blame the killer, and even other survivors.
Killers on the other hand just get on with the job at hand, there's not much else they can do. I don't buy the whole camping/tunneling thing as being toxic because with some SWF groups running stretched res, etc, it's the only way you can get a kill and slow the game down a little.
Everything is contextual, and only the killer has the wider context being as it's a single killer who's a side on their own. The survivor's only see 1/4 of the whole experience each, and easily get confused or a distorted picture. I've had survivors accuse me of tunneling because they thought I went straight after them, when they didn't see I went after someone else and followed the scratches which inadvertently led me to them. Until survivors realise they don't have the whole picture, regardless of how things appeared to them, they'll never accept that they made a mistake and reduce their toxicity.
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@Kai6864 said:
https://forum.deadbydaylight.com/en/discussion/comment/1378781#Comment_1378781
Actually you get 1,500 bloodpoints in the Survival category. I try my hand once if someone is coming to get me but that does not make me a “toxic” player or “inconsiderate”.
There is a 4% chance right there for me to escape that hook, 1/25 games will I get that Kobe. I don’t attempt with the intention of stopping someone of getting points... what else can I do on that hook? I just happen to not get that 4% and now I’m left to reach second hook stage- that isn’t going to help you or me, that is an unhealthy way to go about it and could lead someone to not save you while you’re on the hook.
I’ve seen it happen, one person spams unhook and doesn’t fully unhook the person so no one rescues the spammer from the hook.
If you “ran from the other side of the map” like you said, then it’s more likely that they wouldn’t want to risk kobe-ing because the timer would below 2/3rds anyway. Your example seems a bit exaggerated.
If you try when someone is on their way, then that's up to you. Maybe they won't make it to you.
But if you're trying it when your saviour is literally right there with no obstacles preventing them from unhooking you, that IS inconsiderate because you've just wasted their entire journey getting to you and taking themselves away from completing other objectives just to satisfy your own self. You would have had a guaranteed unhook.
You decided to exercise an RNG element just because you could with the safety net that survivor provided by being there.
Had that survivor not been there to unhook you should your attempt fail, chances are you wouldn't have attempted it. So in that sense it is selfish and inconsiderate.
If you really want to test RNG, then give up your first stage entirely to it. Put your entire game where you think your strategy is and save others from making the journey to you to unhook you.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/164514/prestige-3-claudette-is-a-serious-abused-char
there is no worse experience then playing on Yamoka with a full team of P3 blendettes, I wouldn't wish that on my worst enemy
I played that... with a SWF red-rank team. It was not fun.
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I've had similar happen to me. I've killed a survivor on my screen, but on theirs they escaped.
https://www.twitch.tv/playsbyshady/clip/ElegantSuccessfulUdonMau5
Right at the start of the clip you can see the survivor status indicator change to escaped, but they're still in the trial for me and I sent them to the cage.
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@indieeden7 said:
You're seriously tilted because someone tried to kobe before you could unhook them?
Because it was completely unnecessary and selfish to do it when your rescuer-to-be has left their objective and run across the map to rescue you (and be rewarded with points, etc). You literally gain nothing from the kobe, so it's only done out of inconsideration of the other players, and that's what's annoying.
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@Steel_Eyed said:
Honestly, confusing title. But I agree the prestige helmet is hard to notice. But I agree with SirCracken, the Prestige weapon and body look great.
oh yeah, definitely, very pleased with the body in particular
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Weird, that clip doesn't work? Let's try that again?
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Having just watched it again, it could have been a lag issue. I've just noticed it indicated the last survivor escaped right before I caged her, so maybe on their screen they escaped but on mine she was downed/caged? They did mention she had very glitchy internet in the end-game chat.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1355577#Comment_1355577
We've got survivors from Lebanon, China, Japan, Sweden, and (presumably) Korea, among other regions. In fact, other than licensed characters, the devs have made survivors from multiple countries.
Each model is different, it's not as easy as you think.
I think you're missing the point I'm trying to make. Let's take Feng and Yui as examples. Do you not think that a person who identifies closely to one could also identify with the other? They're ethnically similar and not that far apart to the extent where other regions are completely non-existent.
You've got Tapp and Adam, again, same question? Is it too much to imagine that anyone who identifies with one couldn't identify with another?
And now consider this at the same time as asking, what possible survivor could someone from a Mid-Eastern background identify with? There's well over 20 characters, and not a single one that comes close here. And yes, I get that some come from licences so are fixed in their nature to a degree, but that doesn't mean that non-licenced characters need to duplicate them.
If we're talking about representation of players, I would argue that making a more ethnically diverse cast would cover a lot more representation and do much more in this regard, rather than forcing in some LGBT backstory which has absolutely zero effect on any aspect of the gameplay itself and appears to only exist as a token gesture.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1355558#Comment_1355558
Sexual orientation doesn't matter, it's just another piece of lore. If you don't read the lore, it won't affect you.
There are only so many survivors in the game and over 200 independent territories. It might take a while before they cover every region on the globe. Be patient.
Yeah, I don't buy the territory thing. Diversity is easy enough if you stop duplicating models/regions.
We got multiple white males, white females, black males, oriental females. It'd be really easy to add more diversity if you stop duplicating what you already have. One model can look like nearly enough a massive range if you choose something generic enough.
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I don't understand any of this (and am happy to be educated about it) - why does the sexual orientation matter? It's not like the game revolves around making these kinds of life choices... it's about survival. Running from a killer! Where exactly is it relevant to wonder whether character X likes boys, girls, or boys and girls, etc? How does that effect gameplay?
And particularly on the subject of identification with the characters, how about this? We have multiple white characters, multiple black characters, and multiple oriental characters (if I can use that term), both in male and female varients. Where are the South-Asian-esque characters? People of a polynesian, or indian/middle-eastern background, where is their representation? When I play the game, there is literally no character that even comes close to resembling me in appearance - if it's about representation, surely this should be addressed first, before addressing factors that aren't even a part of the gameplay?
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1273918#Comment_1273918
Paying attention to mash a button? Funny how you assume everyone has a single digit IQ number and has to 100% concentrate on mashing a button lol
Well, you've yet to explain how people have managed to miss... :P
Btw, did you pay up yet on your previous failed claim?
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1272356#Comment_1272356
Sorry, even as a Killer main, I hate the struggle mechanic when I play Survivor.
It should be automatic with a button to give up. I hate reducing the lifespan of my spacebar for an outdated gimmick.
Doing a gen? Hold the button, and press the occasional skill check.
Healing? Hold the button, and press the occasional skill check.
Mending? Hold the button, and press the occasional skill check.
Searching a chest? Hold the button, no skill checks
Cleansing a totem? Hold the button, no skill checks
Hook Phase 1? Do nothing, just chill. Make yourself a cup of tea if you like.
For real, how much less involved could survivors possibly be in the game that you want to eliminate a mechanic that forces you to pay attention?
@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/1272356#Comment_1272356
Imagine thinking that forcing survivors to button-mash is any way related to their skill or the overall outcome of a DBD game. Whatever the survivor has to do during struggle phase will not affect literally anything else in the game.
Plus, I've had numerous times where I stop pressing for 0.1 seconds and die unintentionally, only to be a called a troll by my team for either killing myself on hook or dying right as they are about to unhook me. Whoops.
I like this idea though. Would take a little bit of pressure off and allow me to actually look around the map more intently cause multi-tasking between mashing my space with one hand and using my mouse is stressful, especially when my hand gets sore and I need to switch.
Interesting, you hit the nail right on the head, and then completely missed the fact that you did!
You said it yourself... you've missed on occasion (as have I) and that caused your untimely demise. It does affect what happens in the game, and you just affirmed it, right after saying that it doesn't. Make up your mind.
@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1272356#Comment_1272356
Actually the idea of having the button be held or "auto struggle" extends far deeper than simply "Git Gud". There are many people who physically cannot keep pace with the button tapping and this would be a QOL change for them. I also dislike how dedicated servers can screw you over even while you are hitting the button.
The OP is far from alone in wanting to see this change as it should have been implemented ages ago, not just because the server can mess you up but for those who cannot physically press the button as required.
There's a number of ways to already get around this, the easiest one being to assign the struggle to your mouse-wheel and let it rip.
But if we're seriously going to go down the route of "I can't physically perform to the demands of this PvP game", then can we add in auto-aim 'cos I can't aim that well, and make survivor's auras visible all the time 'cos I'm a little hard of hearing, etc, etc. Where do you draw the line?
@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1272356#Comment_1272356
100% killer main who never or rarely plays survivor. And probably a bad player aswell, I would bet 100$ on this one.
Pay up, I play both at red rank, these days more survivor than killer. You could have done the smallest bit of research and checked either twitch or youtube to see the evidence for yourself. Please make a donation to a registered charity, ideally a child-related one, and post confirmation of such, thanks.
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"Clicking a button is too hard, pls fix"
It's fine as it is. I really wish survivor's would learn to play the game, as opposed to crying for various mechanics so they can still win without using any skill or strategy at all.
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@JediWithASniper said:
So... I think it’s time to talk about respawning pallets.
If hooks respawn, so should pallets. Although, I wouldn’t advocate the pallets respawning in the same place they were broken, nor do I think it should be anything like the speed that hooks respawn. Here is my proposal:
Every two minutes, the map generates pallets to the total number that spawned at the beginning of the match. If the map spawns with 7 pallets, and 3 pallets are broken, not just downed, but broken, then at two minutes in, the map regenerates the 3 broken pallets.
This enables the killer to prevent pallets from respawning by leaving them. Not all pallets are safe, so they don’t all need to be broken.
In this way, the fewer number of pallets on maps is fine, but you don’t end up with a whole map that is a dead zone.
Also, 2 minutes is maybe too fast, perhaps it needs to be 3 minutes instead.
If hooks respawn, so should pallets??
Err, how are you equating the two. The hooks are literally needed for the killer to perform their objective. No hooks = no kills = pointless killer. Can you imagine a team with toolboxes who break all the hooks, what is the killer supposed to do then? Of course hooks need to be available.
Pallets are merely a resource that survivors can use in their chases and for mind-games, etc. They're completely in the survivor's control, because only the survivor can put them down (after which the killer can break them). And being as they're a resource, they're supposed to be used up the longer the game goes on for. They're not necessary for the survivor to complete their objectives (i.e. gens).
I really don't see how you've equated the two.
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What... the... faahhhh.....
I'm glad that's gone!
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I would love to start playing Nurse again, but honestly, I think some of the suggestions you guys are coming up with are way too OP.
Make her base speed 4.2-4.4? No... she already has the ability to immediately close the gap. That's her thing. Making her such that she could easily just catch up to a survivor in chase alone make's that ability OP. Keeping her at around 100% is fine. You can catch survivors by taking the shorter route to them (usually), and the blinks help close the gap.
Giving her multiple blinks? No against this, but needs to come with an associated penalty. I think the extended fatigue works fine.
Get rid of the fatigue? Nurse definitely needs a cool-down after using her ability, so there should be a period where she can't do anything, agreed. But should that period include her gazing downwards, allowing survivors to escape LOS? Jury is out for me on this one.
The blink recharge thing? Yeah, get rid of that. That was a terrible idea. She's got fatigue already, how many penalties are you giving her just for using her ability, and just because someone took 100's of hours of practice to get good at it? You should be rewarding the skill... not punishing it.
Cancel blinks - mmm, maybe! This seems like it would introduce much better mind-game potential. Right now survivors know they can run to you because you have to blink. If you can cancel it, then it forces a change of strategy. But it also means they can't run to you as you can just cancel it, so the only thing they can do is just another form of running away, which really doesn't change anything. I think the non-cancel should remain, it's another way to balance her power. It's down to the killer to judge when to blink to get the survivor. He pays for his mistake by blinking to the wrong place and fatigue.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1216800#Comment_1216800
https://forum.deadbydaylight.com/en/discussion/comment/1216871#Comment_1216871
If she get stunned in the chain blink window, she gets the stun an the fatigue back-to-back.
And after as well... just not in that window, it's if she gets stunned prior to her fatigue kicking in.
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@Mat_Sella said:
because any Nurse worth their salt will just...blink...past the pallet? they can literally blink right after anyways and down any survivor that was purposely waiting, wasting the pallet ( as if it were possible against the Nurse)
You've completely missed the point... if you've blinked past the pallet, there's no stun there anyway. We're talking about instances where she is stunned by the pallet after a blink (i.e. blinked near a pallet, and then got hit by it, which can happen in a variety of circumstances because the killer hitbox is large enough that you can be hit by the pallet even if you think you're far enough away not to be).
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Wait... hold up a second. Are you saying that on top of:
(a) ridiculously slow 96% movement speed (i.e. slower than survivors, so no way to catch-up without using a blink)
(b) the inability to cancel your blink once it's charged (good survivors can double-back or run close to you to force you to waste it)
(c) blinking with unintended consequences (how many times have we accidentally blinked into the basement, etc, or dead-zones where your blinks are just wasted, blinking itself is a skill that already punishes if not done exactly right)
(d) the fatigue itself (which allows survivors to escape because not only are you stopped, but your vision is obscured too)
(e) the wait for blinks to now recharge (so survivors can get more distance on you before you can even start charging up your blink)
... on top of all this, we need to punish Nurses more by adding the pallet stun to that???
I note you said 'a good Nurse', except a good Nurse wouldn't (shouldn't) be caught by it, and it just makes the barrier to entry for Nurse so much more difficult for not enough reward.
Also, that argument could be used for any killer... why is Nurse singled out to suffer both when the other killers get away with it?
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1136410#Comment_1136410
You can't see the grass move as a survivor. If you were able to I wouldn't be complaining. That would be more than enough info for a survivor to make a somewhat educated play when she enters phase. You can hear the grass when you're close but at that point she hears your breathing, footsteps, moans and also sees the grass move so you're gonna get hit anyway.
Pretty sure you can see the vegetation move (and crows fly) as survivor...?
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1135719#Comment_1135719
It's not that Spirit presents a challenge, she doesn't present anything to the survivors. She doesn't outplay you either because that would imply there is a way for the other side to actually play around her power. And the problem with spirit is that you don't play around her power, you make a guess based off absolutely nothing that she's phasing or not, or if the spirit just messes up and doesn't phase directly to you. That's not you outplaying her, that's just "you guessed right now you better do it again in 5 seconds". That's not rewarding or fun gameplay, nor is it fun for the spirit because she literally has nothing to think about when she uses her power other than "me hear survivor, me phase to sound and press M1"
I'm going to disagree with you here, there's various clues for both sides, e.g. crows, scratches, etc. Yes, to a certain degree there is guess work, but that's the same with any killer and good loops. It's called mind-gaming, you make an educated guess as to what the other player is going to do and play against that. Just because it's a guess doesn't mean it's not fair, nor does it mean the odds can't be manipulated in your favour.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1135719#Comment_1135719
It's not that Spirit presents a challenge, she doesn't present anything to the survivors. She doesn't outplay you either because that would imply there is a way for the other side to actually play around her power. And the problem with spirit is that you don't play around her power, you make a guess based off absolutely nothing that she's phasing or not, or if the spirit just messes up and doesn't phase directly to you. That's not you outplaying her, that's just "you guessed right now you better do it again in 5 seconds". That's not rewarding or fun gameplay, nor is it fun for the spirit because she literally has nothing to think about when she uses her power other than "me hear survivor, me phase to sound and press M1"
What about watching for the grass to track movements (for both sides)?
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@Tactless_Ninja said:
Mori's are seen as unsportsmanlike. You sack someone and remove them from the game. Back to waiting 15 minutes for a game.
And yeah, if your main strategy against a certain killer is just to die, there's an issue.
I get how they're seen. The issue I'm raising is that of being able to counter it. Mori's aren't free, they require the same survivor to be downed multiple times, etc. On the other hand, keys are not only free (the chests just give them to you), and with them multiple survivors can make an escape with the killer having zero chance to do anything about it.
I'm not arguing for either to be in the game, I'm just highlighting the absurdity of crying all the time when the killer has something that survivors perceive to be unfair (which is anything and everything), and insisting that everything the killer does having to have a counter when they don't make the same argument against themselves.
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@AntiJelly said:
Your whole "multiple lives" thing is completely countered by a slugging killer.
Oh really? What's stopping survivors who are slugged from (a) recovering, and (b) splitting up?
If the killer has one guy slugged on the floor, good for them. Go and do gens whlie you wait for the survivor to recover, and then you can attempt a heal if an opportunity presents itself.
If two survivors are slugged, then they should both split up instead of hanging out together and holding hands. You've got an insanely generous amount of time you can be on the floor, use to to recover and reposition yourselves.
So... please explain how you do not have multiple lives in this scenario. You're downed, and can be rescued if you play smart.