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Raconteurminator

Raconteurminator

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Raconteurminator
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  • Complete. Global. Desaturation.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452525#Comment_3452525

    I'm not suggesting the perk deny the killer value. I am arguing the perk rewards the killer with too much value. This is a problem with several perks and addons for killers in this game too. Survivors know that going for the door after the hatch is closed is almost asking to be found and eliminated. It takes perfect hiding and timing even without this perk to get the door open. No Way Out makes this play too difficult by forcing the last survivor every match to go straight for the nearest door and if the killer is using NWO then they now have to deal with the killer knowing exactly where they are and somehow evade them. It doesn't take much for the killer to check every wall and corner near exit gates and survivors leave scratch marks when they run. Sprinting away from the door after activating this perk will likely just give away your position anyway.

    The point is, this perk gives too much power to the killer based on mere circumstance. It doesn't matter if the last survivor tried to wait out the killer's patrol pattern to the doors. If you fail to activate the perk right after the hatch is closed then you will die. This is unfair advantage in my opinion.

    That mere circumstance being four unique hooks, three kills and a hatch-closure, all the while essentially running three perks for 99% of the match. At that point, the advantage NWO gives has been massively earned.

  • Yeah, just shoot them with a pod.

  • Yup. As long as they're infected.

  • As long as they're on screen, it happens automatically.

  • If you're the last Survivor and you've been hooked, the game is over; anti-camping measures won't change that.

  • When people complain about slugging, tunnelling, etc., they propose oftentimes unrealistic solutions that do away with X completely. But some things could be reduced, possibly to a noticeable degree, simply by people just being actual decent human beings.

    I've never let someone bleed out to just be a jerk, but I have done it to make a point. Had a game yesterday, two people DC immediately. Okay, I thought, let the remaining Survivors do a bit of farming; bit of chasing here and there so I can get some points as well, break pallets, etc. Within 3 seconds, Clicky McTeabag breaks out the BMs. They spend the game bleeding out and I let the other guy get hatch. Even when it's to their detriment, I've seen people teabag out in the open, at weak loops, etc. I've seen so many people kill their chance of escape because a bit of BM was more important to them than reaching the next loop.

    Same reason I tunnel, same reason a lot of people I know tunnel. Can't be toxic at the exit gate if you don't make it to the exit gate. The people that do that, I find, are also far less inclined to be toxic in endgame chat. I've had teams mouth off and be toxic after a 4E (along with accusing me of tunnelling and camping, etc., despite me never doing it), I've also had those same teams quiet as a church mouse when I faced them again and got 4K.

    TL:DR; Negativity produces negativity, and not always to an insignificant degree. The community being better won't make inherent flaws in the game go away, but will go a long way to mitigating them.

  • Possibly newer players not knowing when to break chase. They continue the chase because they've already sunk time into it, maybe even lost a gen or two. If they break off the chase to look for someone else, they see it as time wasted. The longer the chase goes on, the more important it becomes to continue it. Then it gets to the point where they've lost so many gens that it actually becomes important to continue it because it's the only chance they have to secure a kill.

  • I can't wait until MolotoffUnclesCat shows up. My dude is basically here agreeing with himself.

  • I don’t think Windows of Opportunity is overpowered, but I’d definitely say it’s mechanically broken. Environmental awareness is a very large part of playing Survivor and quite probably the most important thing you can learn. You can be the best looper going, but if you don’t have a healthy grasp of where you are in relation to your outs at all times, you’re gonna have a bad time.

    Windows of Opportunity circumvents a lot of the need for environmental awareness by replacing it with a GPS. It’s a fine argument to say it can help players learn a map better, but once they have, the perk doesn’t suddenly become useless; it still does away with a lot of the decision making required to do well.

    If a change were to be made to it, I’d want to see something time-based. Less than 200hrs playtime, get the full effect, for example. 50hrs after that, reduce the radius by X amount. Don’t nerf the perk into the ground, but let it serve its purpose as training wheels and have it gradually reduce to the point where it can still be useful situationally but not so useful you can turn your brain off.

  • @RaSavage42 said:

    Do you have to use all of their perks or can you use only one?

    Plus the base perks might need to be looked at... at some point

    The perks are locked to their character, as in they're the only one able to use them, but they don't have to use them.

  • Boil Over is pretty good, yeah, but I don't really think it provides consistent value by itself, or at least not enough to steer people away from God Emperor Meg. I think what Killers you'd see would have a higher chance of variance than Survivors.

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