Retro_Gamer
Retro_Gamer
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900391#Comment_3900391
I have 3k hours, I know more than enough how many bugs there are. But there's a huge difference between fixing rare situtations almost never happening, and actual bugs that are relevant. You're simply way too dramatic for what those bugs actually do.
Also I'm not that onesided that I simply ignore the fact that I used many bugs in the past too, and still do it. Was it intenteded to completly slide around shack with blight? People are arguing about that, but probably not - doesn't change the fact I used it and found it fun, it's an unintended advantage in the end.
Bugs are a huge thing in dbd because it makes the gameplay more interessting and skillful. I'm not against them in general, only the major ones. That's the reason why I simply don't care about them if they are that rare.
These situations happen.
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@Valimure said:
The only things I agree with here are on the flash bangs and syringes.
Flashbangs work because killers lose collision during any kind of pickup animation which makes no sense.
Syringes just need to be changed to a flat heal time and be unaffected by other perks.
The rest are just... Not that big of a deal.
Unfortunately, many people play almost or not at all as killers.
It seems to them that there should be no resource balance.
As a result, there are more and more toxic survivors using the almost unlimited amount of resources provided to them by the game.
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@Bokciskaka said:
Who made you mad ? Who did this to you ? 😭😭
Do you think it's funny that the survivor players have opportunities they shouldn't have?
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@Yoshirama said:
Someone didn't get their 4K and now's mad
That's what only those players who don't know about the problems of this game say.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900146#Comment_3900146
Still, those saves are way to rare for me to care. It's way to much setup for most games anyways.
Deepwounds exist as a slowdown and a way to make chaining endurance harder, doesn't mean it can't be subject to change. Also it's not so weak that you can't use it at all anymore, it's just weaker.
Syringes aren't weak, but onetime use and also not guaranteed on most loops. It would be way to harsh to only allow them out of chase.
They aren't weak, but they are far from being op in my opinion. They are simply just annoying, but to be honest even with your proposed basekit shattered hope I wouldn't move there and kick it - it's more of a timewaste to move there and kick it than simply let it be and deal with it.
I've also seen that - ages ago and maybe a few times. I play against people ranging from 2k to 11k and it never happens on that lvl. Simply to rare to make a problem out of it.
If it doesn't bother only you, that's no reason not to fix these mistakes that you shouldn't have in the game.
Perhaps you have no idea how many bugs the assassins have in this game and how many flaws the survivors use to gain an unfair advantage.
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@LockerLurk said:
It's nice that if there are still 5 gens not done after 10 minutes the Survs get to surrender, it's valid there is a surrender option if everyone left is a bot or is bleeding out. But where is the surrender option for the rare case where the Killer cannot get more than a few hooks before all the gens are done and the gates are open, but the Survivors refuse to leave? Why is it up to me as Killer to shove them out the door, giving them the reward of a win with a teabag as they leave just to rub salt in the wounds?
I propose we allow the Killer to surrender without any penalty if all gens are finished and the gate is open, but the Survivors refuse to leave the gate until forced out, or until timer countdown just to waste the Killer's time. This way, if the Killer finds themselves against a team that truly does just want to harass them into forcing them out of the gate and teabagging as they go (as unfortunately, some SWFs do - they still exist and I've played in them before, much to my chagrin) to annoy the Killer, then they can deny that satisfaction. This also discourages this behavior by removing the reason Survivors do it - to make the Killer rage quit. In addition, it punishes sitting in the gate instead of just leaving while also leaving those who return for last minute saves or heals untouched, as now the Survivors who just spam vault or try to get the Killer's attention to dunk on them as they leave, will not get the escape points or any MMR increase as a reward for their behavior. This should reduce the behavior entirely.
It doesn't make sense that someone just doing a daily on say, Legion, who gets bodied with all gens popping off in under 5 minutes while the Survs sit in the gate to waste the Killer's time still has to force the Survivors out of the gate or wait for 2 minutes ignoring them with no punishment. Yet the equivalent - being slugged with no way to get up and being forced to wait 4 minutes until bleedout - is given a surrender option.Nobody likes being forced to wait to lose, I would rather just move on to the next game. Good job you won, now let me leave the game so I can play another round. I have no interest in giving toddlers attention by even forcing them out of the gate and I don't like having my time wasted.
Many say that a killer playing from the ground delays the match. But the killer does this to prevent the survivor from getting a 4% chance to jump off the hook and prolong the match.
For some reason, no one mentions survivors crouching at the gate or hatch. That's who really delays the matches. They feel complete impunity and by all means attract the attention of the killer in order to curtsy to him at the hatch or gate. It's abnormal and toxic.
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@DEMONANCE said:
https://forums.bhvr.com/dead-by-daylight/discussion/441019/unfair-game-moments-that-need-to-be-fixed
i agree with the flashbang complaint I've seen a video where a 4 stack with 4 flashbangs, head ons and vigil completely abandoning their objective to stun lock killers for extended periods of time.
this should not be allowed in your game behavior for the same reason you previously nerfed locker saves.
extend the immunity duration for 1-2 seconds after the animation is done to prevent the uncounterable flashbang squads.
The number of things like light grenades, high-explosive mines, and chemical traps must be balanced.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/441019/unfair-game-moments-that-need-to-be-fixed
Flashbang-saves that way were already made, harder and are really rare. So I don't care about that.
deepwounds are a boring way to play anyways, gives legion and deathslinger the chance to be buffed in the interessting parts instead.
Syringes don't give invulnabilty, that are styptic agents - of course you can combine them, but you didn't say that (in which case you wasted the syringe btw, because then it simply heals the deepwounds). Otherwise than that they are annoying on strong structures but on everything else it's kinda balanced since they got slowed down by the medkit-nerf a while ago.
Boons are mostly so weak that I really don't care about them honestly. Yes shadowstep can be annoying as hell and exponential can cost you the endgameslug, but that's both managable - also you can just destroy it in terms of exponential when needed.
Deli and babysitter - I didn't see that in ages. Way to rare for me to care about that.
There should be no such rescues. It's not normal for a survivor to jump into a closet, and the killer takes him out, for which he is punished.
A deep wound is weakened for the second time. I'm sure this won't be her last change. Question: why was it added to the game at all, if it's getting easier and easier for survivors to get rid of it?
Maybe I put it wrong about syringes. Survivors should not be able to be treated during the chase. Given the amount of spawn that the survivors have, the killers simply don't have time to hit the survivor who used the syringe. This item should not give them an advantage in the chase.
I know that syringes don't make survivors invulnerable, but they feel safe with it, knowing that the syringe will heal them and they can run for a very long time.
Circle of Healing, Shadow Step, and Exponential are not weak skills that give you a huge advantage on closed maps.
Survivors should not return to the same totem over and over again. They can bless an unlimited number of them per match.
But personally, I've seen the advantage Babysitter and Deliverance provide, especially in endgame, and I assure you that this shouldn't happen.
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@RubberBrain said:
I could go in a long spree talking about all the reasons they should add ranked but I’d rather respond to comments for specifics. To quickly some it up, many people in this game have an addiction to meta or what is needed to do to win when there is no real reason to play this game like that. Adding a ranked will allow those people to migrate over there. Even just being able to brag about a specific rank would ease the issue. Also I think splitting ranked and quick play would be a good way to test out different updates on each version for example what if on ranked killers couldn’t use above purple addons or survivors were locked to one or two of each perk per team.
With each new update, the developers lower the entry threshold for new players.
They add an endless number of skills that break the killer's gameplay, and mechanics that punish the killer for actions originally embedded in his gameplay.
As a result, more and more survivors rely on skills such as: "Off The Record", "Decisive Strike", "Babysitter", "Reassurance", "Made for this", "Unbreakable", "Deliverance", "Background Player" and "We're gonna live forever".
With all this in hand, survivors continue to complain about camping, tunneling and slugging.
But this is the only thing left for the killer given the current meta. Moreover, this does not guarantee him victory.
The game of the killer against the survivors turns into a game against their perks and built-in mechanics.
Take away all the survivors' meta and see what they are really capable of without it.
Strong survivors with voice communication, having the skills and capabilities that the game currently has, abuse all of this, gaining an unfair advantage that makes most killers feel helpless. They also mock killers by crouching, nodding their heads, or endlessly blinding them with flashlights, land mines, firecrackers, or flash grenades.
The game needs a ranked mode with a well-developed resource balance. Players should be motivated to learn to play better and not rely solely on their perks. A huge number of strong killers have already left DBD because they have nothing to strive for and they play not against people, but against their perks.
How many more built-in mechanics do we need to add to survivors so that there are no killer players left in the game?
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@RpTheHotrod said:
I don't feel the population is big enough to handle a population split. It's already excessively painful when 2v8 comes out. Queues go from seconds to 15+ minutes.
Believe me, strong players with a lot of hours would be happy to wait for the opportunity to play against worthy opponents, this is not a problem at all.
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@hcvdbl said:
Давно добавив в игру систему отображения действий других игроков (починка, лечение, взаимодействия с тотемами и вещами убийц), разработчики хотели прировнять игру соло-выживших к игре заранее собранных пачек, использующих связь.
При этом в систему до сих пор НЕ ДОБАВИЛИ такие важные вещи, как отображение шкалы вырывания из рук убийцы для других выживших. Собранные отряды могут удачно подставляться, чтобы маньяк не смог повесть их товарища, в то время как соло-выжившему нужно догадаться, сможет ли он удачно подставиться для успешного спасения упавшего?
Эффекты состояния выживших. В игре существуют множество статусов (кровотечение, проклятие, усталость, безумие, уязвимость, стойкость, травма, благословение, забывчивость, обездвиживание, спешка, слепота, замедление), но другие соло-выжившие могут знать только о ослаблении и глубокой ране.
Планируется ли добавление всех статусов в HUD или самых необходимых из них?
К сожалению, соло игрокам постоянно не хватает информации, опыта и координации действий для победы.
Полностью поддерживаю вашу мысль.
Проблема в том, что сильные игроки с голосовой связью, используя то бешеное количество ресурсов, что у них есть в данный момент, злоупотребляют им, чтобы заставлять убийц чувствовать себя беспомощными в большинстве ситуаций.
Игре необходим ресурсный баланс. Хотя бы в соревновательном режиме, который разработчики до сих пор не хотят добавлять.
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@Jarred2504 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899478#Comment_3899478
I can agree with this as well, anything to help address this nonsense as it's basically "got the gate almost open so don't have to worry about the endgame collapse". It's basically just more survivor bias, the setup right now is being all "Ok gens are repaired, gates are active the killer has failed" Or killer closed the hatch and now the gates are active and last survivor might be swapping between the 2 switches (Which I have experienced this first hand before) It should be mandatory they stay on the lever.
I agree. Survivors are given a lot of second chances, even when the killer is obviously in a losing situation.
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@YamamuraVideoRentals said:
Sure, nurse and billy and blight are all touted as the top meta killers, but they all have weaknesses. While nurse can literally warp through walls and other obstacles, she is otherwise extremely slow and doesn't have an instant down ability. Billy has instant down and can sprint across the map (if he doesn't run into obstacles) but actually landing that chainsaw is quite difficult. He has very little control of his sprint. Blight is somewhere in between.. he can't keep up the sustained speed for long nor in a straight line across the entire map, but can use his bounces to navigate around loops quickly and get hits.
The thing about Singularity is this: like nurse, pallets and windows mean nothing to this killer. The slipstream allows the singularity to vault over windows at incredible speeds, and pallets are ineffective. Predropping a pallet results in it being instantly broken, and landing a stun is out of the question since singularity shrugs it off and can just get the hit anyway, merely being slowed for a time. Even if the survivor manages to outplay singularity or otherwise make distance, he just uses his power and immediately catches back up again. While singularity cannot outright ignore walls, his approach is swift and inevitable. Nurse has the potential to instantly snipe survivors through walls, but this isn't reliable. When you amortize the average amount of time spent in chase, and combine that with the quickly-depleting resources on the map, singularity is about on par with nurse in terms of chase ability.
Singularity also has extremely high map presence. The pods placed around the map at key strategic locations ensure that the singularity can keep an eye on the objectives at all times. And when survivors already have a slipstream on their backs, he can just teleport over. So singularity receives a great deal of info with its pods, and can practically be two places at once. Seeing as singularity is as strong as nurse in chase, and has superior mobility, this hands down makes it the strongest killer in the game.
"So just use an EMP," you say. Wrong! The EMP only practically prevents the singularity from utilizing its pods when it isn't near you. However, when the singularity is nearby or in chase, this is an entirely different matter. The singularity can quickly replace pods that have been EMP'd, which is fair enough I guess considering you both have wasted time. What is really problematic, however, is what happens during chase. The survivors could waste upwards of thirty seconds just finding a crate, printing an EMP, and charging it to remove the slipstream. But then, when the killer finds them and begins chase, they can quickly reapply the slipstream they just removed with absolutely no prior setup. All the singularity has to do is place a new biopod at a corner of a loop or somewhere vaguely in front of the survivor they are chasing, immediately switch to that pod, and them blammo! They instantly get a new slipstream.
This is the main design problem that makes singularity unbalanced. The ability to place a fresh pod and then immediately tag a survivor with it 0.3 seconds later is broken!
So how to fix singularity and make it more fair? Simple. When a new pod is created, it should be unable to target survivors and shoot them until at least 5 seconds have passed since its creation. Or you know what? Call me crazy and make it 10 seconds, but allow an addon to reduce that time. This change would actually make EMPs more impactful in chase and allow for a chance to not be tagged by a fresh pod. I mean at least if that was changed, then it would be like the classic trapper/clown/artist/skull merchant situation, where killer uses power and effectively shuts down that loop, forcing the survivor to move to another loop.
The Singularity is in the state it should be in.
Yes, his ability is very strong and tests the survivors for strength.
Nevertheless, the survivors can withstand it with well-coordinated teamwork.
Victory against this killer is possible if the survivors do not make serious mistakes and insure each other.
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@Brutha said:
Killers should be able to surrender during endgame collapse, a lot of killers don't wanna bother trying during endgame collapse if they've had a bad game, there's also the fact of "Watch me leave" survivors sitting there and making the game last longer than it needs, obviously you can just force those ones out but sometimes a survivor will go hide just so they can let the timer almost run out and then leave so the killer can't find them and make the game drag. This could also fix issues with exploiters holding the game hostage by not letting the endgame collapse kill them.
And let's be honest both things currently planned to let the killer surrender for are very unlikely to happen so this would make the option even exist to killers.
The killer should be able to surrender after 7-8 minutes from the start of the match.
There are often situations when cheaters hold murderers hostage. The killer has 2 options: either wait an hour for the match to end automatically, or exit the match and receive a penalty for disconnection.
In 7-8 minutes, the killer can decide whether it makes sense to continue the match.
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@EliteTertle said:
So, would Hex Totems become crazy strong if the totem only lit up when it had a effect, like Ruin lights up the first time someone lets go of a gen, or blood favor lights up the first time a survivor takes damage, or even devour doesn’t light up until you get haste on the 2nd stack (or even it lights up when you get 1 stack) The devs have already kind of started to do this as most modern hex’s require you to do something, or something to happen in order for the hex to be lit. I like these kind of hex’s as they don’t get cleansed at the start of the game because a survivor spawned on them, but I want to use fun hex’s like devour. I understand it’s a gambling game of ‘crazy value or does nothing’ but it can still do nothing at 2 stacks. Some people say we should get a corrupt for totems basekit, but I think that’s a little silly. Simply lighting up only when they have had an effect on the trial makes way more sense.
I agree with you.
The assassins' totem skills are too ineffective.
Many of them can be disabled by the survivors at the very beginning of the match, making them completely useless and leaving the killer without a single skill.
Considering that the survivors can endlessly bless the dim totems, it would be fair.
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@Fyora said:
Playing as killer has become almost impossible with how long the queues are. And playing as a solo survivor is even worse. It’s just not fun anymore, it's not engaging, it's honestly worse than working. Devs really need to rethink things. The game needs to be more accessible for solo survivors, increase interaction between survivors, and, most importantly, make it fun again. They should give more tools for visibility, like allowing us to ping generators and pallets. It would also be great if survivors got a visual alert when a generator is being worked on, just like in the mobile version. And being able to ping a generator, mark a downed survivor on a pallet, or see if someone has perks like Decisive Strike or Deliverance would help make the game feel more dynamic and balanced. And last but not least, stop buffing killers!
I don't really understand since when a killer's hunt for four survivors should be fun.
Unfortunately, the developers give the survivors everything except the information they need to win, which is available to players with voice communication.
By the way, there are more survivors buffeted than murderers.
We've already removed the pull-offs from the hook, added an anti-camp, antitunneling, and an anti-triangle. In addition, the survivors have a huge amount of resources besides this to combat tunneling.
The survivors have never had as many chances of victory as they have now.
Unfortunately, the developers don't want to add a competitive mode. There is no place for players to compete and show their playing skills, except for the public.
But this would solve most of the problems.
Casual players would have played in public, and strong ones would have played in competitive mode without the advantages that the developers gave them. Just a clean game skill.
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@Jarred2504 said:
I am probably not the first person to suggest something like this but this concept is basically to address the matter of survivors literally bringing the lever up to 3 lights and then leaving it so they can possibly go rescue one of their buddies they should just be leaving to their fate or to go activate the other one so both gates can easily be opened or simply wait by the gate for other survivors to get there before opening it. Like I am more curious as to how this wasn't addressed long ago.
So to keep this brief, the killer will now have 2 options when near a gate switch, force open a gate like currently to begin an endgame collapse and a new "damage lever" option which makes them hit the lever and regress it like a generator, and for a short time survivors cant pull it again until a 5/8/10 second cooldown is up depending on the bulbs lit up, trying to do so will cause them to "get shocked" and briefly stun them like when blowing up a gen which can also alert the killer. The lever will continue to lose progress unless it's pulled again after the cooldown is up. Idea is this will address a lot of say survivors doing like rotating in turns to distracting killer while one goes for the lever to slowly make progress on the gate and waiting at the gate for everyone else before opening it.
(And if you're a survivor main getting angry by this post you can shut it as you have no say on this cause you have enough second chances in this game as is time for killers to get a few)
One idea I heard from somebody was a new perk that allows killers to close a gate after endgame starts but that to me seems a little too OP and I can already see the complaining that would follow.
Perks like Dead Man's Switch for example would be buffed to apply to this new feature by blocking a gate switch if a survivor let's go of it.
I fully support you.
Survivors should not bring the gate switch to 99% progress, and then go to save a friend, knowing that the gate is already essentially open.
I think it could be done so that the progress of opening the gates is slowly reset if no one opens them.
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Это неправда.
Сильные игроки на выживших с существующими навыками не позволят затуннелить тиммейта, по крайней мере оттянут этот момент максимально надолго.
Скажу откровенно, никогда у выживших не было столько шансов на победу, сколько сейчас.
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А зачем?
Чтобы убийцы вообще ничего не могли против сильных игроков на выживших?
Многие в этой игре хотят побеждать, не умея ничего. Но это так не работает.
Ты пишешь, что у тебя 6000 часов. Я играл против таких игроков. Обычно они не оставляли мне ни шанса в большинстве матчей.
Думаю, что ты играешь без пати и очень зря. Играя за выживших, ты на 75% зависишь от действий сокомандников.
Если тебя не устраивает, что убийца постоянно туннелит тебя - в игре есть огромное количество навыков, не дающих убийце спокойно это сделать. Плюс антикемп и антитуннелинг системы.
Разумеется, убийца может затуннелить тебя, если товарищи не подставляются в нужный момент и не мешают этому произойти.
Чтобы побеждать наверняка - нужна сильная команда, где каждый хоть немного умеет бегать убийц и понимает, как работают их способности.
Многие в нашей игре играют исключительно за выживших. И очень зря. Хороший игрок должен понимать обе стороны.
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Кемпинг, туннелинг и слаггинг - это часть игры, изначально присутствующая в ней.
Напомню тебе, что ничего из этого не запрещено правилами.
Вывести из игры первого выжившего - это один из немногих способов для Убийцы получить преимущество. Это не может гарантировать ему победу, если выжившие имеют правильные навыки, действуют сообща и очень быстро чинят генераторы. Если они быстро падают и не делают ничего - то, разумеется, проиграют.
Убийцам уже не дают кемпить и туннелить как раньше, так как добавили антикемп и антитуннелинг механики.
Если ты думаешь, что любой убийца в нынешней мете выживших может безнаказанно туннелить, кемпить и слагать всю игру, да ещё и вообще без перков - то я делаю вывод, что ты не играешь за киллеров вовсе.
Если все четверо выживших упали на землю и ни у кого из них не оказалось навыков, чтобы подняться - значит они наделали огромное количество ошибок по своей вине. Игра не должна давать им после этого никаких вторых шансов в виде встроенных механик.
Фредди был необходим этот бафф. До него он был одним из слабейших убийц. Силки сна и доски сна изначально должны были присутствовать у Фредди вместе. Теперь во время погони выжившим приходится быть внимательнее и осторожнее, а контроль карты у убийцы стал сильнее.
Попытки спрыгнуть с крюка - это механика, которой в игре быть не должно, учитывая, что есть навыки "Ободрение", "Товарищество", "Освобождение" и антикемп система.
Я не знаю, сколько у тебя часов за выживших, но такое ощущение, что ты никогда не тренировался играть против убийцы 1 на 1 и не играл в пати.
Игра уже наказывает убийц за то, что они убийцы и вынуждены кемпить и туннелить, потому что в противном случае сильные выжившие не оставят им ни шанса.
Рекомендую тебе поиграть за убийц хотя бы 100 часов. Рано или поздно ты поймёшь, что без кемпинга и туннелинга твои шансы против сильных игроков быстро улетучатся.
Кто действительно получает нечестное преимущество - так это пати с полным набором антитуннелинг навыков, световыми гранатами, аптечками с кровоостанавливающими шприцами и голосовой связью.
Новички, не умеющие практически ничего - будут проигрывать, вне зависимости от того, сколько у них встроенных механик или перков.
Разработчикам давно пора добавить в игру соревновательный режим и хорошее обучение, чтобы мотивировать людей играть лучше.
У рандомов постоянно отсутствуют координация действий, понимание того, что у них происходит на карте и умение хоть немного бегать от убийцы.
Вместо того, чтобы встраивать им бесконечные механики для борьбы с кемпингом и туннелингом, имело бы смысл дать выжившим необходимую информацию, которой им часто не хватает для победы.
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А знаете, в чём на самом деле проблема?
В том, что выжившие, имея огромное количество ресурсов для борьбы с кемпом, туннелингом и слагом, до сих пор не понимают, как пользоваться ими так, чтобы побеждать.
Если ты играешь со случайными игроками - твоя игра уже может имеет все шансы быть проигранной, потому что большинство игроков в паблике не понимают, когда нужно снимать с крюка, давать спину, стелсить или какой генератор нужно чинить. Им просто не хватает опыта, информации и координации действий, которые есть у многих пати.
Разрыв между сильными игроками с голосовой связью, понимающими механики игры и использующими метовые перки так, чтобы получать огромное преимущество, и рандомами, у которых наиграно от силы 100-500 часов слишком велик.
Сурвы, у которых нет и 1000 часов в игре, могут попадать к киллерам, у которых больше 10000 часов. Что новички смогут против игроков, которые не допускают ошибок и прекрасно понимают, как работает игра? Система подбора работает ужасно.
Кемперы и туннелеры были в этой игре изначально. Но выжившие учились и приспосабливались противостоять таким ситуациям, при том что раньше не имели таких ресурсов, как сейчас.
Все, кто считает, что кемперы и туннелеры должны исчезнуть, смотрят на игру так, что против этого никак нельзя сыграть. При том, что разработчики делают для этого всё возможное.
Если вы играете исключительно с рандомами - то так или иначе будете проигрывать чаще, потому что ваши товарищи по команде будут руинить вам постоянно или ливать.
Пока разработчики не начнут давать выжившим в паблике то, что реально поможет им побеждать, например, информацию, которой им не хватает для обдуманных действий, систему меток или нормальное обучение, они будут продолжать проигрывать и жаловаться, что убийца сыграл не так, как бы им хотелось.
Вместо всего этого сурвы получают безграничное количество навыков, которые спасают их от ошибок и дают возможность не думать.
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В игре существуют навыки для борьбы с игрой от земли: "Несокрушимый", "Оберег души" , "Призвание", "Пристегнись" и "Мы будем жить вечно".
Нет, далеко не каждый убийца сможет сыграть от земли и победить. Опытные выжившие с голосовой связью и соответствующими перками могут разыграть эту ситуацию. Безусловно, рандомам не хватает координации и опыта, но здесь уже вопрос к отсутствию голосового чата и какой-либо системы меток. Разработчики могли хотя бы немного компенсировать разрыв между пати и случайными игроками, встроив навыки "Кровные узы" и "Связь", но не сделали этого.
Ты пишешь, что если в матче осталось двое выживших, один остаётся лежать на земле, а убийца идёт за последним. Повторюсь: есть навык "Несокрушимый". Последний выживший может застелсить убийцу и дождаться появления люка.
Что до шансов на выживание - возможно, ты не понимаешь, какие инструменты для победы даны выжившим в руки. К сожалению, большинство даже не задумываются об этом, потому что играют в основном за выживших, не видя то, как решает мета, глазами убийцы. "Без огласки", "Решающий удар", "Ободрение", "Нянька", "Выше головы", "Призвание", "Несокрушимый", "Мы будем жить вечно" и "Бремя на себя". Эти навыки в руках сильных выживших ломают игру и крайне сильно понижают шансы кого-то закемпить или затуннелить. А я напомню тебе, что помимо всего этого, в игре ещё есть системы антикемпинга и антитуннелинга.
Если ты думаешь, что у выживших в этой игре нет шансов на выживание - сыграй против реально сильных сурвов, понимающих все механики игры и перки на Автохевене или Спрингвуде, например, за Ведьму или Траппера. Они не оставят тебе ни шанса, даже если ты будешь всю игру кемпить или туннелить.
Нет, эта игра не на стороне киллеров. Просто люди не хотят учиться в неё играть, изучать способности убийц и заучивать спаун на картах. Гораздо проще признать, что игра даёт тебе слишком мало шансов, чем тот факт, что ты сыграл недостаточно хорошо, правда?
Вместо того, чтобы добавить в игру нормальное обучение и подбор игроков, разработчики дают выжившим в руки инструменты, которые играют за них. Доходит до того, что избавляются от кемпа и туннелинга в прежнем виде, чтобы новые игроки могли показать хоть что-то. Но это не научит играть в игру.