Raven014
Raven014
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- Raven014
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None, because they are not in the mindset for that kind of stuff. They are literally made insane every other trial with the amount of docs running around...
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1299433#Comment_1299433
If you have been afflicted with deep wound in tier 3, does the game have you mend first, or will you have to "snap out of it"?
Snap out of it first. I think it is fine because BT is really good against most killers anyway. : P
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I think a mixture of 1 and 2 would be good, to be honest.
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This perk really rewards you for taking advantage of a killers kit in a certain way, like for Pig, knowing that your ambushes won't lose stacks, trapper traps won't lose stack, or Demos shred won't either, it makes it god tier...
It rewards a certain playstyle a lot. It can be quite scary in the right hands.
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@Dani_fuu said:
https://forum.deadbydaylight.com/en/discussion/80227/new-chapter-concept-the-arrival
Eh leído cada parte y me imagino a este asesino en el juego .. y vaya que seria espectacular, aparte con los Poderes que le das simplemente sorprendente y la idea de agregar un objeto nuevo como la cámara muy SORPRENDENTE ME GUSTA LA IDEA
Um... If google translate is anything to go by, thank you! : D
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1299534#Comment_1299534
She's not a killer I ever plan to buy though, so that option isn't available to me. Youtube is all I've got.
You can get her with shards, if you really want to save money. : P
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The other killers probably do not know how to use them, and consider them less effective then their normal powers/weapons... so basically what @ImmersedNurse said.
It might also be due to Entity interference. Killers are directly controlled, whereas survivors are observed. It is why Survivors are in 3rd person, and killers in 1st. Not only this, it is why Survivors do not come up with new ideas, because they are under too much stress to think of anything new.
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I love the atmosphere of the Red Forest, Grave of Glenvale, and Ormond. But I like playing on Macmillain's most though. They just are the most fair maps in the roster.
At least compared to coldwind, Yamaoka, and Crotus Prenn, anyways.
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@DetailedDetriment said:
The theme that released with the Plague. It's when I really got into the game.
You can listen to her theme by having her selected in the killer menu. The did this with all unique killer themes.
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I miss the winter bells theme. It was unique in a way others aren't.
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You know you can also, you know, bring a map offering with balanced landing. Or at least with just the map offering.
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@BigBrainMegMain said:
I really like this.
What about Ranking Positively, for survivors? Sacrificing Rank, for a Mori shouldn't affect survivors IF they do well.
I'm digging this idea though.
I think pausing rank instead of giving free ranks is the best solution. That way survivors do not have to stress about being an absolute tryhard that round and can still mess around.
If you want, all items and addons can also be kept for another round, if you really want to reward survivors for some reason...
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Keys should do the same, since they are essentially the same thing for survivors. But I like the idea and would want it added.
@TWiXT said:
Currently, Ebony Mori's are my favorite way to de-rank as killer. Using them robs the killer of Chaser, Devout, and Malicious scoring points, so If you use a mori on every survivor after their first hook, you are bound to get the "Entity Displeased" screen and lose a Pip (especially if you also used 1-shot killers like Billy, Oni, GF, Shape, or Iri head Huntress). The only reason I do this is because, while others aren't having this problem, whenever I reach the red ranks, I rarely encounter survivor teams that aren't also Red rank, and I play this game for casual fun instead of pure frustration. Mind you, not all red rank teams feel like they belong there, but more often than not they are ridiculously sweaty and not very fun to face. True it's not very nice to do to the survivors as they will likely de-pip as well, but the chances of you going up against the same team multiple times are slim, so it'll mostly be a mild annoyance for them if they were hoping to pip.
If you take that away, then killers wouldn't be able to de-rank with them and would instead resort to lame tactics like hiding in a corner all game without playing, or playing terrible on purpose while goofing around. At least with the Mori's the game can be over quickly, and more intense.
On the swing side you have keys for survivors, but unlike mori's, keys reward survivors for using them in both BP and ranking, so unfortunately survivors have no fun options for purposely de-ranking.
The fact that de-ranking is a plus in this game shows how messed up the mechanics are on a base level, never mind what ranking does when thrown in the mix.
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Keys: An item capable of opening the Black Lock.
However, it will only stay open for as many gens the key user has fully completed (1 gen is for themselves, 2 is for them and another, rinse and repeat, they must complete the gens by themselves).
This will force the key user to be a gen jockey if they want to use it for everyone, and they have to waste their time on gens instead of in chases.
This should prevent 3 man escapes at a 3 gen situation that they got themselves into. Or, it should not allow them to just be useless the whole game and escape without doing anything.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1288951#Comment_1288951
I don't necessarily think that's the case I think there's typically something that links all the survivors together reason why The Entity specifically chose them.
When it comes to Killers we know they're responsible for great tragedies or at least if not responsible a key player in them.
Killing sprees, massacres, the right murder at the right time.
However it seems weird that it pick these specific survivors. For example in the case of Adam and Yui they were taken in situations where there were a few number of people around Yui was in the middle of a race and Adam was in a train wreck.
So an intriguing question gets brought up why bring the specific survivors why did it bring Adam and Yui why not another person in the race or in the train crash.
In the case of the Legion we know that The Entity is capable of taking multiple individual people at once and bringing them into the it's realm individually Frank Joey Susie and Julie are all working as individual Killers under the same title of legion.
Let's focus on Adam specifically we know what the time was his abduction he was shielding a woman from being hit by debris so why not take both him and that woman in very close proximity just like with the legion unlike the Joey Susie and Julie it wasn't a separated delayed abduction. Adam who was directly in contact with the woman you'd think she would get carried along as a unintended hitchhiker.
I like the idea that there is something about the survivors that make them prime targets for The Entity and The Entity is able to take them and only them. This could also mean that The Entity has spent time stalking the other survivors like it did with Kate only erasing the memory of its previous encounters until it abducted them.
The thing that links survivors together is their immense capacity for hope. That is what the Entity is ultimately interested in.
However, the methods for meeting the entity are very, very different. Going to a place of Tragedy, being alone in the woods, or being directly taken... the methods are definitely very different.
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The entity messes with artists in a similar way to Cthulu during his awakening. They make twisted creations in its honor, from Suzie's and Trapper's grin masks, to warped melodies, like Frank's Mixtape and Kate's guitar playing.
This is why I think Kate created the survivor theme that one hears in the menu. And that Frank's Mixtape holds the Legion theme.
We have not seen much of Jane's art, but based off of the Trapper masks and Deathslinger inventions, we can assume that any creation of an artist is corrupted when the entity has interest in them, or their potential.
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As someone who only plays deathslinger without addons, I would treat anyone who can play basekit killers well with respect. It shows they have mastered the killer, even at their (arguably) weakest version.
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Head On. When not used to bully the killer, it is the most interesting perk for me, personally. It isn't as braindead as BL or SB, it isn't as meta as Dead Hard...Having one in a game makes is more interesting for me as a survivor and killer, because there are new tactics I have to think about using/countering.
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I would say more tense underneath the obvious. There are still people who want division between killers and survivors, but I think that people are, for right now, more interested in other things.
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I hate slugging IF nurses. There are only 2 good nurse players in my region (on Xbox) and they both use this and just slug until bleedout. It makes it really annoying/infuriating.
And for killer: Overly toxic SWF teams.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1295469#Comment_1295469
I already made flip flip 80%.
Making thanataphobia count dead Survivors wouldn't help anything. That's not the kind of playstyle people take the perk for, so it's not a productive buff compared to just boosting the effectiveness on injured Survivors.
It was 100% when I read it. : P
It would make it more useful against teams that love to heal, and still be a nice buff overall.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1294683#Comment_1294683
And somehow the Spirit, who exists in both, isn't affected by this while Phasing.
She does not go to the Spirit world, but the Ethereal Plane. This is why Lightburn does not effect her.
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Not to mention, Spirit cant see people when phasing. Survivor mains seem to forget this fact.
Sure, stridor is useful, but as Caudetteinabush has said, it can also confuse Spirit players.
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/154145/rare-opinion-spirit-is-actually-balanced
The one thing i would change about spirit is a clear visual indicator when she's using her power.
There is a bug with her currently that makes her kind of sparkling when she is using her power so something like that would be great.
Making it too obvious would make her power kind of worthless... maybe making her glass shine when she starts to use her power? That would be something that veterans could take advantage of, while still providing a skillful element for them.
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@Tiersis said:
https://forum.deadbydaylight.com/en/discussion/comment/1294680#Comment_1294680
I totally did, yes. Now, as luck would have it, they were also a 4 man SWF, I checked after in end game chat. And one did get his hatch escape.
I always get told every time I complain about the hatch that I'm not guaranteed a 4k, I accept that. But also I've come to realize there is no issue If I use the strongest addons and tactics to win. They aren't guaranteed an escape.
It is a rather calming philosophy.
Also, I now want a snickers.
This philosophy should be spread more. There are very few of us who are enlightened like this.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1295427#Comment_1295427
A Killer like Deathslinger is an easy escape... because he has no map pressure and can easily get gen rushed.
That doesn't make him fun to play against. It's M1 gaming or getting chased and hoping he misses because at least 60-70% of pallets are unsafe against him (if he even lets you drop the pallet)
Most maps have high walls, or weird hitboxes, making his gun not very effective at them. So even if he is good in chases, he still has to require his own skill to do so. Even then, he still is capped because of, as you put it, his lack of map pressure. He can end chases really well in certain situations, but he cant down reliably enough and win against competent survivors, forget going against a 4man.
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The game really isn't killer sided. It has a lot of pallets and is bad for Huntress, Trapper, Hag, and Deathslinger. Can even be bad for Oni and Billy, due to not being open enough.
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I cant tell if this is satire or a genuine post. Either way it is very funny. XD
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I like most of these. I would change these though:
Flip Flop: 80% instead of 100%. It would be stronger and more rewarding, but it does not fully take away from a killers down if they have to deal with other survivors nearby first.
Remember Me: revert to 6 stacks (old Remember Me), but make it so that closing the hatch only applies half of them.
Thana: Make dying survivors count as stacks.
Territorial Imperative (just a rewording for clarity): Survivors who enter the basement have the undetectable status as long as they are in the basement. The effect lingers for 10 seconds after leaving the basement.
Their Auras are also revealed to the killer for the duration of the oblivious effect.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1295313#Comment_1295313
"Aim Down Sights. (slows movement speed and aim speed)/Shooting. (slows movement speed and aim speed)"
Why are you hard aiming with Deathslinger? Just pop shot. No slow down, all the benefits. Click BOOM speared. Have you not played COD?
"Reeling in. (Slows movement speed)"
Except that you can't move to take advantage of this LOL. He pulls you with him. Out of position and away from the loop to make a follow up easy.
"Breaking the chain (5 second stun)"
Except this doesn't happen unless he wants it to happen. At majority of the loops in the game, if he spears you he is gonna get the hit. And if you were healthy, this is good for him because he doesn't need to hit you which expands his options in other places to get you injured.
"Missing a shot (Slows movement speed and aim speed)"
As survivor there is little to no way to make him miss his shot. The only way he misses is if he sucks, which is completely beyond your control as a survivor.
"Reloading (Slows movement speed)"
Barely. And with stacked add-ons he might as well be given a machine gun.
"Has a slower movement speed than most, and his power does not make up for it."
Dude it totally does. First his TR is deceptively small. They say it's 24m but with the custom music and changes in volume at the same range compared to a normal heartbeat, it's basically a 16m TR. Throw on M&A and he can get PLENTY close to you before you know it. Also again, when he spears you he can pull you out of position negating the slower movement speed. And he can use his power at almost any loop to guarantee a hit without having to actually do the loop. He just pop shots you as he turns the corner, pulls you far away from the loop, hits you, now you either have to run to the same loop where he will just do the same thing or take the chance running to another tile, which he will likely spear you before you get there ESPECIALLY if he has reload add-ons.
Like, bro, do you play survivor against this guy? If you did you'd see how little you can actually do in a chase against him. It's very much an old Legion feel where there's just this timer on the chase and you are basically just some NPC bot because you can't do anything to get away from him or extended the chase.
On console, you cannot quickscope like you can on PC. And I am not talking in terms of Quickscoping. I talk about all slowdowns, and the fact that each of these do that.
Survivors can move to the left or right and put objects in between them and the killer. Even if you move backwards in some cases.
This can happen very quickly if the above situation happens, or if survivors abuse the hitboxes of objects.
Yes there is. You can make them miss shots a lot. The hitbox is very small.
The TR means nothing if people are using their eyes. Most people notice me coming regardless, and I notice them coming if I am a survivor in this case.
Maybe this is from my experience on console (Xbox specifically), which is very different to PC, but he is not nearly as strong as people say he is. It is the same case with Nurse, Spirit, and Huntress.
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The Endurance status effect highlights survivors in white. It allows them to ignore damage that would put them into the dying state. Perks include: Mettle of Man (Ash teachable) and Borrowed Time (Bill Teachable). Item addon: Purple Syptic Agent.
MoM: Take 3 protection hits to gain the endurance status.
BT: Rescue someone within the killers TR to give the Endurance status for 15 seconds to the rescued survivor.
Syptic Agent: On a medkit, they have to stop, use the medkit and hit the secondary action to gain Endurance for 15 seconds.
More details are here: https://deadbydaylight.gamepedia.com/Status_HUD
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1295325#Comment_1295325
For Survivors? Really? Un-Interactive Gameplay is a nice change of pace?
Cause most people love dying to a Killer power they have no real counterplay against for sure
Yes. It gets boring on the killer side to have to prey on survivor weaknesses... and to be able to get downs with their own skill for once. It gets really tedious doing that over and over and over again.
Then again, survivors love their easy escapes, and second chance perks, right? XD
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@Mister_Holdout said:
Killers have every right to complain because the game is still survivor-sided (going on 4 years now). The map rework was a nice step in the right direction, but unfortunately map design is still abysmal.
The devs have A LOT more work to do before the game starts becoming relatively balanced.
And your claim about how the devs balance around high end PC players is completely false. I wish that were the case though. Because then the devs would realize how strong survivors actually are and balance the game accordingly.
This, and the way survivors can still abuse braindead perks like BT and DS still bothers me. Not to mention Balancing BT messes with TWO killer powers (Legion and Deathslinger). And Keys destroy any kind of killer power in a match. A killer is doing well and killed two of us? Lets use a key and both escape! See how frustrating that is?
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I have, but it requires a lot of coordination to do so. I only got it because I was working with some friends. I would not recommend it solo.
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@gatsby said:
A boring Killer is one where most of chase interaction is in the Killer's hands. The Survivor doesn't play well to avoid getting downed. The Killer just makes mistakes.
Spirit and Deathslinger are a great examples. The Survivor is just guessing what they're going to do. The Killer is the one with most of the information and playmaking potential.
One could argue, with how many killers require survivors to make mistakes, that this is a nice change of pace.
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@Poweas said:
I said deathslinger because of his quickscope mechanic btw.
It is a lot harder to quickscope on console, so you might have more fun against him there.
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Spirit and Hag give me lots of scares. They also are fun to play against (even though I am not very good at it. : P),
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@adalesmo said:
https://forum.deadbydaylight.com/en/discussion/comment/1294994#Comment_1294994
I'm a 6000 hour DBD player. I've played a TON of him and he's way excessively easily, since his power is broken on half of the loops in the game. I've also played against him many, many times, and as a 6000 hour legacy player, I can confirm he is barely, in any way, counterable on half of the loops.
Well, a 6000 hour player can describe why he is broken, not just that he is. If you have the experience, then you should demonstrate this, not just claim that you have it and say that is the one and only truth.
Why do I say Deathslinger isnt that strong?
Most loops have high walls, making his ability nearly worthless. On top of that, a lot of the low wall loops have hidden hitboxes, making them unreliable as well. Not to mention there are times where the spear goes through the models because of latency. He is also weaker because of how many pure slowdowns there are built into his character:
- Aim Down Sights. (slows movement speed and aim speed)
- Shooting. (slows movement speed and aim speed)
- Reeling in. (Slows movement speed)
- Breaking the chain (5 second stun)
- Missing a shot (Slows movement speed and aim speed)
- Reloading (Slows movement speed)
- Has a slower movement speed than most, and his power does not make up for it.
All of these make him weaker. That, plus he has no map pressure element to his kit, and is reliant on his gun.
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@bigbucks76 said:
https://forum.deadbydaylight.com/en/discussion/comment/1293483#Comment_1293483
They nerfed the nurse the oni is the real one that's broken
How is Oni broken? He has to chase and hit survivors to get his power, and he has the weakest early game potential of any killer (except a bad nurse or deathslinger).
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@adalesmo said:
https://forum.deadbydaylight.com/en/discussion/comment/1293483#Comment_1293483
lol this is an adorable post if you're genuinely this out of touch.
Did you ever try to play as them or against them? I have a feeling it is no. If you did you would not call them broken.
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If you did nothing wrong, you shouldn't be at risk. However, the people who report you might be if she was lying with malicious intent.
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@Booper_Of_Snoot said:
I uh.. Not much correlates here to dbd?
Candyman appears to be one of, if not the top contender for next licensed killer. I don't agree with it, myself, because I didn't know of him before everyone speculated, and I was unimpressed with him when I watch the movie. I just do not think he is iconic enough for what they are saying.
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@adalesmo said:
https://forum.deadbydaylight.com/en/discussion/comment/1292866#Comment_1292866
All of the boxes are real. Idk why you guys would use that phrasing - when you put your hands in, you're searching for a key, and just one box has that key.
Anyway, pig is not broken at all. She needs a decent buff, actually. She's overall definitely weak.
The most broken would have to be Deathslinger and Spirit. Also arguably Oni, since he got his flick back, which makes him virtually uncounterable - at least in solo queue when you can't ensure your people are smart and to at least stay separated so he can't down everyone in 2 seconds. Deathslinger is insanely broken on probably half of the loops in the game, and it's a total guess about when you should try dodging and how you should do so - he shouldn't be able to move at all when he's reeling you in in those loops, although idk how to make the game know to make it just not be possible to move in those cases. Spirit's huge issues are well-known and the devs will never make her balanced or counterable.
Deathslinger is balanced because of how small and precise the hitbox is. That, and they spawn randomly on the screen... which can make you miss even though you aimed precisely at them.
Spirit is not broken. You can loop against her, just not like most killers. She requires prediction and counterprediction. You can watch Tru3Talent or Monto go against them and win as a solo survivor. It is not really that hard mechanically.
The only thing I can see in common about these two are that they require different mindsets when facing them, similar to Oni when he is enraged. I am both surprised and not that Nurse is not on here. On the one hand, she bypasses survivor defenses, and on the other, she is pure masochism to play, so nobody does.
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He can be fun (if not a little clunky) but it can be rewarding to master a tougher killer like Demo.
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1292657#Comment_1292657
And here we have the hook abuser commenting. Bravo, friend.
So everyone who disagrees and tells you to toughen up is a hook abuser? Really? That makes you look bad.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1291771#Comment_1291771
Ohtz did if i remember right, but not everyone wants to play like that. Its boring and if the survivors work it right killers only getting 1k.
Otz doesn't do that. Others might, but he only tried to use Insidious to surprise other survivors at gens or other loops.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1288700#Comment_1288700
Killers have numerous powerful iri's that have not been nerfed, or have even been buffed. :)
Survivors have keys.
That's it.
But they don't need Iris to dominate a killer. And demand that killers follow their rulebook.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1286199#Comment_1286199
The very last sentence really tells you what you need to know about this guy. To paraphrase "Outta 18 games I should have 4k'd 18 times." No, that is not the game, that is not balance. And if you think it is, just ask devs to completely eliminate survivors and kill NPC characters all day long. Killers are not supposed to 4k every game, that would not be a game at all.
And the hatch and EGC as is is already massively killer sided, so your comment that "Besides why shouldn't it be strong for the killer" is irrelevant because it already is. The killer can freely move about the map and generally sees the hatch before the survivors if it takes longer than 2 minutes to pop the last gen. So more often than not it is immediately slammed upon opening. The doors also spawn very close which w/o a hatch option would take a 15% chance to survive in a 1v1 end game situation to about 0%. And as someone else already pointed out speed killers are already boosted for EGC.
You also can't control your team mates, and being the last survivor does not mean your team was bad or potato. Maybe you been in that match for half and hour and it was hard fought but the killer finally whittled it down to 1. Maybe you are a solo player and your team was terrible or the killer systematically camped/tunneled and slugged your team to death. Just because a person survived until they were the only one is not necessarily a reflection on the surv team or the individual or the killer for that matter. So this "last survivors deserve to die because they are the last, is a bunch of BS." And if people are leaving out the door in EGC or even last man hatching it up, the killer didn't win. They were mot cheated out of a win. They were not denied after they "won". You just didn't 4k. Which in the instances we are generally referencing (where only 1 escaped) you did win. A 3k is a win. It is more than half, above average. You were not swindles by anyone, the last guy just bested you.
My proposal to keep the complaining at bay is to stop letting the hatch spawn before it opens. Once the match is down to one survivor it spawns/opens simultaneously and it could not have been scouted out ahead of time. It also would mean that keys were only useful after a killer closed the hatch and only a single person could use it, so it would cut down on 3 people suddenly peacing out of a match. More fair for killers against a bunch of people getting to leave, more fair for the last survivor to have a chance to escape.
One question then: How would you change the Where did they go?! Achievement?
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Shhh! I don't want killers actually countering this, because it makes survivors arrogant and easy to take advantage of...
I agree though. Head On is way more useful to me than DS ever will be.
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- You can earn them in game.
- Many of their powers are actually powerful.
- Unlicensed have more freedom with perks/ideas.
- You can get cosmetics with Shards.
Half of my reasoning is because of how economical it is. If main-line DBD took a page from Mobiles book, and allowed Auric cells to be earned in game, half my complaints would go away (as you can earn licensed killers on mobile instead of just buying them).
Also, the designs. As much as Freddy or Myers is iconic, the designs for the original characters are way more memorable to me.
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Survivor: Were Gonna Live Forever and Aftercare
Killer: Dark Devotion.