Radiowave
Radiowave
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- Radiowave
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Even now, I've never understood the complaints about genrushing. Its one thing to complain about gen speeds, but I've never understood getting mad at the survivors for just... doing the objective. It's not like the survivor in question is intending to be a douche to the killer by doing the generators, compared to like, a basement capping bubba who says that "its a viable strategy, git gud".
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@Grigerbest said:
It is changed I think, more killers with Lethal pursuer and other aura reading, I see less killers with 4 slow down perks.
That's fair. You might run into a killer running a bunch of slowdown, but nowadays it's more of a proper slowdown build rather than just a necessity if the killer wants the game to be longer than 5 minutes
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@hailxsatanxeveryxday said:
Disagree about as strongly as I can.
I think I've seen BBQ one time as a survivor in all of my games (and I'd know, because I'm running Distortion), while I've removed it from every killer build I was using it on. Don't even get me started on Ruin, Pop, Corrupt, Pain Resonance etc.
I've started running STBFL regularly on some killers where I didn't before. I still almost never see it as survivor (same as before) except on certain killers.
As a survivor, I see Thana just about every other game, yeah.
As a killer, I'm finding that Overcharge, Call of Brine, Eruption, and one other perk (usually Deadlock, Pain Resonance, Pop, Brutal, or Dragon's) works well on almost every killer. I almost never touched Overcharge or Eruption before the update. I did run Call of Brine, but I'm in the minority on that.
Dead Hard is gone.
Yes, the meta has changed.
You're absolutely right. The only thing that I bring up is the fact that I recall the devs saying they wanted killers to be using less gen slowdown perks. A lot of killers before the update had builds dominated by the slowing of gens in any way due to just how fast they were going.
That goal has sort of been met, but at the same time, killers are still gonna run the slowdown perks. After all, the game is centered around the generators. Furthermore, they've changed the perks themselves, some to be stronger and others to be weaker. Obviously most of these changes were based around the usage rate of the perks themselves, as opposed to the "category" you could apply to what they do.
In my mind, the slowdown perks are mostly fine, and don't change the game as drastically as some people might make it out to be (im looking at you, thana). It just seems like an unfulfilled wish of the dev team, which I've sort of echoed since the update came out. Even when playing killer, I don't necessarily want to run gen slowdown perks, but I find myself running them more often than not cause they're still, if not more, helpful than they were before, what with the increased generator time and whatnot.
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@HugTheHag said:
I wholeheartedly agree.
People who say this update is the fairest thing in the whole wide world think of 4-man SWFs as the norm, when they're 5% of the survivor playerbase. The casual 50+% of survivors are not having a good time with the update.
The people against whom this update was made (high tier swfs) already know how to loop, and mindgame, and escape. They'll adapt and still bully if they feel like it.
It's casual players who are taking the brunt of the bad sides of the update.
That and it'd been a very one-sided update. They've happened in the past for survivors, but usually the other side will have some small buff to soften the blow. Furthermore, this is the biggest one update change in the entire game. The only that even comes remotely close in my mind is the reworking of the graphics, hud, etc. So the change is incredibly jarring; not to mention half of the things within the game don't seem to be working properly. Matchmaking and MMR are currently incredibly poor due to the shifting playerbase, and matchmaking incentives dont seem to be working either, despite the speed of queue times for survivor.
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@Jinxed said:
I could be wrong, but I was always under the impression that survivor players on average play more casually than killer players.
Where a lot of killer players take the game much more seriously and consider nothing less than a 3k a loss, survivors tend to play the game to chill out and have fun and dying half of the time is okay as long as you got to do a few fun things in the game and give it your best try, even better when you get your teammates out.
The main problem with this patch in my eyes, is that survivor players now have to sweat profusely in order to get a win. Slamming gens, being an extremely efficient looper, being able to read every mind game. I just don't think that the majority of the survivor player base plays the game that way, and that's one of the main reasons that so many are threatening to leave or have already left.
For the top 10% of survivor main SWF who already loved to bully killers and were really good in chase nothing has really changed, but for the average survivor the entire game feels unbalanced.
Killers are still tunnelling, gens take forever to complete, and survivor perks aren't rewarding anymore. Not to mention the amount of rage quitting that happens in solo queue. There just isn't much fun to be had if you're a solo survivor anymore, and that is the main issue.
So far I think my biggest issue playing survivor is just the skill of the teammates im matched with *on top* of the new changes. 10 seconds longer to do gens isnt really that terrible, until you get baby teammates against Ruin, Overcharge, etc. It feels like the moment the update came out, a bunch of people stopped playing survivor, and the number is only slowly decreasing. To bat, we don't even have the matchmaking incentives working properly, so there's a lack of compensation for playing what is now widely considered the undesirable role in the game.
Otherwise, as far as tunneling and camping, the experience is just as nauseatingly boring as it was before. I really do feel like the ideas people have come up with to give solo queue survivors would be great additions to the game, allowing them some level of communication to the solo survivor role within the game.
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The biggest downside to trapper is the fact that he has to set-up at the beginning of the game, therefore I feel that it's the most important part of his game that needs looking at, honestly (that and maybe his ability to capitalize on information). Faster setting time, increase in held traps both at start and during the trials sound like helpful suggestions.
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As far as the question concerning the relation of his ability to the character, my instant assumption is that you haven't taken the time to watch the Hellraiser films. That's not a jab, either; I don't really think the movies themselves are all that good (even the first one is bumpy).
As for questioning it's place in a PvP game, you sort of have to differentiate Dead By Daylight from a lot of other "pvp" experiences. In other experiences, you are, for the most part, given the same goal and at least similar ways to attain that goal. In Dead By Daylight, the goals of each side within a game are entirely different, merely related. On top of that, the things that one side is doing (in this case, generators and looping) is entirely different from the other side (using their ability to kill the survivors).
I personally find Pinhead's ability to be overall really balanced in terms of the chase and the map control he gets with it. Most of the time, when talking about Killers, the imbalance comes from the add-ons a killer can put on their ability not the ability itself. A few examples include Pre-Overheat Billy, Blight, Nurse (who is still pretty strong regardless), and as I'm mentioning here, Cenobite.