Profezia
Profezia
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Any person who says things like "just bait it out" or "it doesn't work beacuse of laentcy" is just ignorant and doesn't understand what the problem is.
DH for distance is the problem and none DH counter plays except exhaustion addons that are unavailable to most killers are applicable to it.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2041719#Comment_2041719
Do you disagree with the intent of my post? Or are you simply looking for an echo chamber to upvote you?
Because I never said that Survivors don't need additional objectives.
Do you want me to explain the obvious? Killer don't need a secondary objective and I'm strongly against of adding one.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2042969#Comment_2042969
I can't consider doing Totems a secondary objective for several reasons:
- It takes too long for uncoordinated solo team to cleanse all totems. If they play against aggressive Killers like Spirit or Nurse - escaping will be nearly impossible. Additionally, when it is a (face)camper, the last thing Survivors should do is to run across the map searching for Totems.
- Cleansing Totems is not worthy. Survivors get no benefit from cleansing them other than 1000 Bloodpoints which can be achieved in one chase, and even more of them. Also, it feels frustrating when you manage to cleanse all Totems and then realize the Killer does not have NOED. All the time you spent meant literally nothing.
- Survivors can't even see the number of Totems remaining. How doing Totems can be an Objective when they don't even know how many of them left. Yeah, swf with comms will be able to count them, but what for solo Survivors?
You can always just do the last gen, wait till killer gets interested in someone else and just escape. If team is so uncoordinated, you shouldn't really care about them. Or, if team is coordinated, but just lazy to dedicated time to occasionally do one totem or another between gens, then you can even find the lit totem after doing gens,
In the end, if you pop hex totem in first 60 seconds after doing all totems, then this is not a bigger problem than a haunted grounds proc.
In any case, I don't see a problem with doing totems even in solo or just ignoring them and popping a hex/just escaping.
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I can see what you mean, but I don't really agree with you.
Noed is a comeback perk that is supposed to be a threat to survivors doing their objective too fast.
Dead hard (in all ways it could be used, dh for distance in particular) is a second chance chase perk that is supposed to give survivor a chance to last longer when they have mispositioned themselves.
My opinion on both perks is pretty simple - both are strong, both are extremely impactful, one of them can be countered before it even comes in effect and it basically reduces a full chase by 1/2, while the other can't be countered if used in most popular way, doesn't work in an intended way because latency and allows to extend a full chase by 1/2.
If we were to call X version of Y, I'd rather say DS (old iteration) is survivors' version of NOED since DS is a comeback perk that is supposed to be a threat to killers doing their objective too fast.
However NOED differs from 2019-2020DS pretty much in a healthier way, since it has one major weakness that balances it well enough: it's a hex. Moreover, a hex that does nothing until 5 gens are done. 2021DS finally got if not a major weakness, but at least a limitation to prevent its excessive usage.
Ds in new iteration is an anti tunneling perk that gives protection from being tunneled and it instantly goes away when survivor is doing anything unrelated to trying to escape a chase/
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2041782#Comment_2041782
Never said anything against that. But now he is for a very long time the strongest killer and they didn’t nerf him immediately..
Yeah, because they don't react immediately, although I'm willing to bet they already have nerfs prepared or at least being in development for a while since it takes ~6 months for them to develop new changes to most stuff from scratch.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2041761#Comment_2041761
No I don’t remember Freddy. I wasn’t here when he got released. Didn’t even know about the game.
but remember Freddy right now?
most played killer with highest killrate according to official statistics I think. Very often complained about because of way to easy to use, having unfair Lunge etc.
but.. no nerf yet, just confirmation they will do minor changes. And since when is he in his powerful state right now?
And it took 2 years for them to acknowledge he was the weakest killer who was nerfed severely after 1 week from release.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2041741#Comment_2041741
Yeah sure. And no bias at all.
have you ever considered that those quick changes were not only because of the complaints but because they actually wanted to change those things according to statistics and intended uses? And with MoM we do know that it is not exclusive for killer stuff. Sorry but if you only want to see them being survivor biased you will always find those reasons.
but here we are with tunneling, camping and NOED still here, even though those noisy crying survivors were complaining about it since day 1. They don’t blindly change stuff in survivors favor when they don’t see the need for it.
Remember freddy?
They surely don't blindly change things and then take 2 years to reconsider their choices.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2041718#Comment_2041718
It was meant to make Hex last longer but all it did was making Ruin last longer and nothing more.
also, MoM. Don’t just pick the nerfs that fit your narrative and ignore the rest. Look at all nerfs/buffs/changes. Killers got many buffs and survivors got many nerfs. You are the one ignoring that. But no bias at all amirite?
MoM was literally the only time devs were so quick to address killers' complaints.
Should I list all things that were changed almost instantly after survivor's complaints? There's much more than you could imagine.
Besides, almost every survivor nerfs were "we're removing highly exploitable thing" or "getting rid of training wheels" kind of nerfs - infinites, 150% perks (multiple times), we'll make it, flashlights, toolboxes, absurd amount of pallets and so on. Almost none killer things were like that and most nerfs aimed at killers were plain number reductions/increases (mori nerfs 0->1->2 hooks needed, brutal strength, nurse changes in 2016, pwyf changes, etc etc) or slapping an unnecessary mechanic that was aimed at handicapping the killer (hillbilly, nurse, etc).
These things are different.
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Sure, let's add another objective for the role that already has literally no spare second to even look for survivors.
SURE.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2041562#Comment_2041562
Undying was never meant to be used like it had been, with its nerf it also got reworked so it can be used with other Hex-perks instead of just Ruin.
DS on the other hand was intended to be an anti-momentum perk but got nerfed because of the killer players crying (something the exact same players would complain about when they did something like that for crying survs) - I am not saying it didn’t need a nerf btw but in this case they were kinda forced to change it.
BT really doesn’t need a rework and they already said they want to take a look at DH, but probably more because of dedicated servers..
>Undying was never meant to be used like it had been, with its nerf it also got reworked so it can be used with other Hex-perks instead of just Ruin.
It was never meant to be used to make hex last longer? What was it meant to be used then?
>DS on the other hand was intended to be an anti-momentum perk but got nerfed because of the killer players crying (something the exact same players would complain about when they did something like that for crying survs) - I am not saying it didn’t need a nerf btw but in this case they were kinda forced to change it.
So when survivors can't deal with a perk that can be literally m1`ed so they cried for nerf and got it in 4 months, it's okay, the problem is the perk, it was just never intended to be used like that, however when killers are forced to deal with basically uncounterable 60 second invincibility and all kinds of bullshit levels of aggression that allowed it's just them crying, while the perk was totally fine.
No bias at all btw.
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@YourNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/2035052#Comment_2035052
Kill rate atm is around 70%
DS nerfed, kill rate will surely be impacted and goes up yo 75/80%.
In fact, you killer mains are always crying because the game is unfair while most of you that are crying here are plain noobs who didn't understand anything on how to play the game 😂.
If you don't get 4k easily every game you call it unfair then you come here crying against SWF while it doesn't even represent 5% of the trials 🤣.
In fact, most of the killer mains on this forum are totally not objective and don't accept the fact that if they are loosing it's because they are trash at the game, not because the game is unbalanced.
How is it possible that some players are able to 3 to 4k constantly even against SWF and that some of you here are always calling the game survivors' sided ?
You will come here telling us "they have 3k hours on the game that's why they can do it" and then ? Developers should balance the game taking in account all the bad players ? It's not how it works... You want 3 to 4k on a regular basis, then learn to play.
Sorry, I don't address any points in the opinion of people who seriously think sheer killrate-pickrate stats that were recently provided by devs are anywhere valid.
Just for the record, using end result in a game which is extremely volatile at every single stage of it and where side that was winning most of the game can lose instantly because of a few mistakes is just foolish.
Gens done&Hooks are much more reliable thing to consider balance, even though nobody cares about them.
EDIT: Guess I just hit the right spot of killrate statistics adepts. Lmao, clowns. Even devs said these stats mean nothing.
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They are just mocking legion mains since they know perfectly how much did they butcher him.
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I'd rather have distance bonus removed.
Can't use this perk for cheap distance gain by mindlessly pressing a button if it doesn't give distance.
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It's fine. Don't mind if it's used against me, since dealing with Oni without it is often too easy.
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The Entity doesn't empower only killers. It also changes physiology of survivors as well. They don't die from bleeding out unless they meet certain circumstances and they can survivor horrifying blows with seemingly no consequences.
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If using third party programmes to gain unintended advantage isn't bannable or wasn't fixed in almost 5 years, then this shouldn't be fixed either.
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Ghostface should be able to 99, you're just salty.
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Unless it's endgame, my point on this is simple: if survivor is trying to weaponize the anti-tunneling perk, they get tunneled right after. Just because ######### you, dear survivor, you get what you earned.
Since I main blight, there wasn't almost a single case where I couldn't chase such idiot down in 30 seconds or less, eat their DS and then get them in another 30 seconds, only to quickly remove them out of the game in next minute or two.
As for the main topic, I agree, that thing about BT is really dumb.
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Oh, don't mind it, it's just chilli addons returning back to monke
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Considering your last posts, I have the only one thing to say
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Twins because extremely clunky gameplay. I played them like 3 times (first time on ptb, then on release, then a few months later).
Huntress because I hate aiming on her.
Billy because cooldown for cooldown.
Nurse because her cooldown feels awful. I can still win with her, but I don't feel like it's fun when you struggle with bugs and the killer more than you struggle with actual opponents.
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> simple
> make bots
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@Xzan said:
I think it was the Darkness Among Us Chapter where the new narrator started.
Agreed. I never liked new narrator.
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/2035956#Comment_2035956
Now I feel dumb for asking - that should of been obvious to me. /facepalm
That's fine, you at least can admit it, some people would be arguing.
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2035946#Comment_2035946
It really only affects people who go for consistent wins.
You can master an m1 killer, but you will reach a point where survivors know what they can do with the perks they have. Chasing a survivor around like a dog, eatting the pallet can only get you so far when multiple survivors, ones that dont cower at the first instance of a terror radius, are on gens.
Yeah, at killer that depends on survivors' mistakes you'll just eventually reach the point where no matter who you do, survivors would have a counter-action you can't answer. So you'll just be on MMR swings - one game is a victory because you're matched with survivors not good enough to deal with M1 killer at their skill ceiling, then you get matched with survivors who can deal with M1 killer at their skill ceiling and so on.
While on killers like Nurse or Spirit, you don't really care whether survivors know how to loop effectively or not. Now the survivors are stuck in situation where killer has a counter-action for anything they can do.
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@FrenziedRoach said:
I'm trying to figure out why it would all be Nurse and spirit consistently - because it's my understanding that the MMR system they are looking to implement is going to give you a separate MMR score for each killer separately.
Anotherwords, your weaker killers will be put up against weaker survivors.
Because if a person is having constant winstreaks on Nurse or Spirit, he'd be having high mmr on such characters and thus he would be matched against survivors with more or less equally high mmr, so that it would mean that good survivors would have to deal with certain killers much more often. It is for the good though, since it would reveal how awful the balance is in those skill levels where players have reached the skill ceiling of their characters and are doing their best.
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@ClownIsUnderrated said:
https://forum.deadbydaylight.com/en/discussion/comment/2035920#Comment_2035920
So you think it would be fun to just go against Nurse and Spirit consistently? There's no variety of different killers to go against, and that would really boring after awhile.
I think it would be fun if devs finally acknowledged that having to use Nurse and Spirit or some certain perks or play certain gamemode as survivor against good players isn't fun for both sides.
Right now they have no way to effectively confirm or disprove that unless they are willing to believe subjective view of certain people, so they need data. It just so happens that the best way to gather data about how game is played on different skill levels is to match players by their skill for a few months.
I guess you'd better keep status quo and keep whining how SWFs with 4 same perks and Nurses with Spirits aren't fun to deal with.
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@MrSmashem said:
https://forum.deadbydaylight.com/en/discussion/comment/2035632#Comment_2035632
Man, this is kind of off-topic, but your post reminded me of something. I remember back in the late 2000's early 2010's when I played a bit of LoL, the word "toxic," started blowing up. I had been gaming for years and never saw it up to that point and suddenly, everything was "toxic." It really annoyed me back then and it's crazy how much things have progressed since then. Just looking at how people are nowadays, its crazy to think that "toxic," was just the beginning. Everyone is constantly labeling people: toxic, hateful, racist, sexist, etc.
I miss the days when idiots were just idiots, regardless of why, and we just moved on with our lives.
It's basically all modern activist fighting for "justice" communities which claim to be fighting against labeling and stereotypes by labeling and stereotyping people.
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No, it wouldn't.
People just got used to beating bad opponents and are getting mad when they finally fighting ones who can fight back. Opinion of such people doesn't count.
At the same time, skill based matchmaking would finally uncover the ugly face of dbd "balance" by showing how it is impossible to play on any killer but holy trinity of S tier killers against actually good survivors or how it is impossible to play against nurse/spirit/etc without using holy trinity of S tier perks and playing in SWF and so on.
It would be for the good.
So stop saying it is bad, this matchmaking will do a lot of game's health (as long as devs would actually use the data gathered) in a long run.
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@Shenshen said:
https://forum.deadbydaylight.com/en/discussion/comment/2035752#Comment_2035752
Easy. Remove keys from the bloodweb and make it so you only find them in chests. If they find a key through plunderer or something, good for them but if you bring a key into my lobby prepare to get tunneled and hit with Franklins.
I have a better idea.
Make it so keys don't open hatch when it was closed by the killer AND when exit gates aren't powered.
Bingo, two most frustrating and problematic keys scenarios are gone, we can even buff keys addons to make them aura reading items with a bonus of alternative escape.
No more problems since keys would just provide an alternative way of escaping in certain cases when exit gates are a bad option.
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I mean, that's kinda okay. Not every killer should be independent from what survivors do.
I just find hilarious when certain people bring up "you lose if X doesn't make mistakes" as an argument to nerf certain killer.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2035397#Comment_2035397
Yes but not once did I mention too level SWF tourney teams. I just meant against good players
My point doesn't change. Play trapper/wraith against good players and face the same result because these killers are pretty easy to deal with.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2035036#Comment_2035036
Yeah no Trapper or Wraith is gonna win against tournament SWF. Not my point, funnily enough...
Your point was that some people play on trapper or wraith on high levels of play, wasn't it?
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It's hilarious how adepts of "spirit is uncounterable" are finding millions excuses why posts like this (since this isn't the only recent post about escaping spirit) are not valid.
If only people were spending all that time they spend complaining how Spirit is unfair to actually play against her and invent ways to beat her...
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It deserved no buffs.
It was overtuned and unfair for 2 years.
Nerf well deserved and no buffs needed.
EDIT: I would also like to say that considering OPs post story we shouldn't listen to his opinion since he's very likely just a troll.
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Yeah, I too don't understand why such perks even have cooldown.
Even without CD information they provide is barely effective enough to be considered a good perk choice.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2034980#Comment_2034980
If people can play killers like Wraith and Trapper at top level no one has an excuse
"play" and "win" are different things.
I too can play wraith against tournament SWF and get expectedly destroyed, so what?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2034745#Comment_2034745
So we have Freddy and Spirit.
and?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2034729#Comment_2034729
....you have Freddy on PC too?
and that's why there's no need in even more killers survivors can't learn to play against.
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You also have freddy on console
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Because reasons.
Blight's attacks aren't basic, but Nurse's are.
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His kit needs to be harder to use. Nothing else.
He shouldn't be made weaker, if all, he even needs buffs.
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@[Deleted User] said:
It wouldn't be a very powerful ability on its own, but something like what Amaru can do in Rainbow Six Siege would be pretty cool imo.
A killer's ability to interact with window vaults from huge distance by literally pulling themselves to the vault and through.
That could really make a good chasing power since you'd be able to basically always vault the window right after survivor instead of spending time coming to it which would always mean you'd be breathing in their back.
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I think something like things above would really fit slenderman as killer.
Look in the direction of killer (f/e similar mechanic as reveal range) and your camera gets kinda locked on killer and you get some nasty thing stacked on you until you finally look away which is hard bc your camera sensitivity would heavily decrease.
Something like Freddy's invisibility when outside certain range of him, but instead an inability to see killer actually moving. Instead you could see only his stationary 'image' that is looking in your direction and that is respawned in killer's position every few seconds whenever you look away which creates an illusion that killer doesn't actually moves, but rather teleports.
An ability to focus on survivor for few seconds (like stalking, you get heavily slowed down and survivor gets a cue) and do something to them if they don't break line of sight in time.
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@Kilmeran said:
Well, as I said in another thread: It will not be perfect or close to it. Not ever.
Heck, over in Overwatch, my team plays Quick Play and Quick Play Classic, both of which use a hidden MMR system for matchmaking. And in either mode, we will get many lopsided stomp matches, either for or against us. Some nights, the entirety of the night is like that.
And that is a game with a far greater playerbase to create matches with.
I'm not expecting it to be perfect, but if it will at least match players by their winrate until it all sorts out to everyone having more or less 50% in span of 100 games, then we could talk about real balance or changes if needed.
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I mean, you finally got a worthy opponent and it just so happens the game is survivor sided on high levels of play.
I really hope new MMR system that will match good with good and bad with bad instead of sorting people by played time will show everyone how actually things are in the game.
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/2033116#Comment_2033116
Blight can't compete against Death squads. He's a normal killer at loops and they took away his strongest perk combo ruin undying
I never used ruin undying on blight, since I always knew how easy death squads would leave me without 2 perks quickly and used antiheal build instead (thana, forced penance combo in particular with pop and bbq or infectious fright). For addons I run compound 7 + blighted rat or alchemist ring when I see it's getting to sweaty. For the map I use cornfield.
When I played sweaty, I haven't lost a single blight game.
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Blight, Spirit, Nurse.
No more needed.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2030988#Comment_2030988
Yes it's a losing situation if ruins down and you have no mobility. I think that's okay for balance.
I would be for chase engaging much earlier if you want bloodlust earlier but imagine how good PWYF would get? How do you keep that perk fair? Also want to reiterate that you're still committing the same time to catch up realistically but you're already in bloodlust by the time you're at a mind gameable tile.
I don't recall you asking for a chase trigger buff. I thought you were wanting something along the lines of base movespeed increase out of chase for all killers but your suggestion is a fair qol change I think.
I wish we could've had as much as an in depth discussion on spirit. This debate was much better. Thanks.
I agree that sometimes losing situations are okay for balance, although I don't think losing situations that you can't really prevent by following natural flow of the game are fair. There's always must be something you do to, if not to turn the tide, but at least get good out of worst.
>I would be for chase engaging much earlier if you want bloodlust earlier
Yeah, I think that would solve the problem. Even thought it would certainly need testing, but I'm seeing this being a very obvious and simple QoL solution.
>imagine how good PWYF would get? How do you keep that perk fair?
Rework it? I never liked the concept of this perk, it was strong and viable in 2016-2017, but now it's pretty useless and outdated for most killers since it has no synergy with their powers.
>Also want to reiterate that you're still committing the same time to catch up realistically but you're already in bloodlust by the time you're at a mind gameable tile.
That's one of problems. Possible solution (that wouldn't be very easy though) is to create a separate "chase" mode. Let's call this "distant" and "close" chase.
Close chase could be the one kind of chase we have now - fast music plays when survivor is within X range of the killer and is running.
Distant chase could trigger on indefinite range if a certain condition is met. For example, a some kind of reveal mechanic could be used: If survivor/his aura is outside 16 meters range from killer and is within a certain area inside killer's screen. For example central 90 degrees in killer's screen. When such conditions are made, a certain music would play for the killer (maybe even survivor, so they now they've been spotted and killer is quickly catching up) and killer would be quickly gaining "bloodlust" stacks that disappear once the "close" chase enables.
Basically: Survivor is close - no bloodlust (or bloodlust tier 1 at best after 12/24 seconds of no broken pallets), fast music. Survivor is far - tense slow music, quickly stacking bloodlust (f/e up to 3 stacks every 6 seconds so maximum speed achieved in 18 seconds) that instantly disappears once killer enters "lethal" range aka starts a close chase with any survivor or brakes LoS of survivor's aura/model.
That certainly has a lot of problems, but I'm already seeing how this could solve a problem of slow immobile killers and w+shift thing in particular.
>I don't recall you asking for a chase trigger buff. I thought you were wanting something along the lines of base movespeed increase out of chase for all killers but your suggestion is a fair qol change I think.
That's one of solutions, although base movement speed increase out of chase would certainly be exploited by moonwalking, as we learnt with old legion and his wonderful deep wounds.
In any case, solving the problem with least amount of popping up problems would be really difficult, so I just hope that devs would one day focus on a more major problem and would address shift+w simultaneously with that hypothetical solution to the other problem.
>I wish we could've had as much as an in depth discussion on spirit. This debate was much better. Thanks.
Thank you too.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2030925#Comment_2030925
Firstly I appreciate the time and effort you put into this response. Nice diagram.
In that scenario you wouldn't be pathing like that you have LoS of all three gens in your diagram. Wouldn't it be smarter to position yourself in the centre or position yourself between the boat and jetty then corral the survivors into getting cut off? No offence but your choice of pale rose is like best case for killer. I don't see how you could lose as killer in that setup besides keys. Those tiles besides shack are not hard to get hits on. You don't take the longest route to the generator then towards the survivor. You take the hypotenuse to get to the survivor. Right?
My point with that paragraph was that while there are safer gens in each map there is always enough unsafe generators in each map that will get you hit if the killer patrols it. 5/7 generators need to be completed meaning no matter what map the survivors must complete these unsafe generators. Meaning it's up to the killer to macromanage this is my point.
I have no arguments with OoO on Gas Heaven. That's ridiculous and uninteractive. Hopefully removed soon. It detracts from a pvp game.
Like I said, the main problem is that survivors simply follow w+shift paths in such situations. Two survivors on gen 1 for example, the other 1 on gen3. Even if you stand in center and visually control any of these gens, survivors would just leave the moment you head in their direction, then they would just return when you leave and so on. Same situation on the other gen.
>My point with that paragraph was that while there are safer gens in each map there is always enough unsafe generators in each map that will get you hit if the killer patrols it. 5/7 generators need to be completed meaning no matter what map the survivors must complete these unsafe generators. Meaning it's up to the killer to macromanage this is my point.
Yeah, they need to be completed and their completion should be possible, however at the same time it shouldn't be easy or free. So basically there should be a way for survivor to stand a chance if killer suddenly appears near them, however that shouldn't be as easy as I illustrated in the examples I provided.
>I have no arguments with OoO on Gas Heaven. That's ridiculous and uninteractive. Hopefully removed soon. It detracts from a pvp game.
That's one of the most extreme cases of w+shift problem and I really hope it's getting fixed soon too. My guess and hope is for reworked chase trigger mechanism
