Ronierd
Ronierd
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- Ronierd
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@BulletsNonstop said:
if anything killers need a nerf. Why should you be able to choose someone like Wraith who is invisible AND doesn’t give off a heartbeat? Nonsense. All killers should give a heartbeat or some indication they’re coming to give survivor a chance to hide. Whether It be seeing your aura while looking your direction, heartbeat, whatever. Killers have too much speed too in my opinion. Friday 13th Jason relies on powers not speed. So why the hell are killers so damn fast in this game? Invisible too? Can move about with no audio cue? Get outtaaaa here. That’s not fun, would be one thing if you can get away easily but surviving shouldn’t be about abusing pallets or juking the killer all the damn time. Stealth is a huge element and needs to remain that way. Get caught , penalty of death sure! But to get caught because killers are totally undetectable - ridiculous and unfair.
I feel you haven't been playing DbD for too long, which is absolutely fine. When I first started, I also thought killers were extremely OP (compared to F13 at least) until I realized they weren't.
Not all killers rely on speed the way that you think. Plus, survivors have windows and pallets to use to their advantage. The longer the killer takes chasing someone, gives the rest of the team the opportunity to work on gens and get stuff done.
On F13 on the other hand, as a survivor, you can't do anything until you actually go around the map and explore, open drawers, search for batteries/petrol so you could finally work on objectives.
Also, another huge difference between DbD and F13 is that on F13 the killer's power progress with time (the longer the match, the stronger the killer gets so there are a lot of potential to snowball at the end game) and you're allowed to kill people as soon as you grab them, unless they have pocket knife or if they are saved by other survivors.
On DbD, killer's powers do not progress unless you use add-ons for your weapons or use certain perks (and even so the benefits are very subtle) and to kill someone, you have to hook the same person 3 times.
I could spend hours talking about the difference between both games but that would not be productive.
I think you should play killer more often. Not only you will realized how difficult the role is but also it can improve your skills as survivor.
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@Avilgus said:
https://forum.deadbydaylight.com/en/discussion/comment/1051295#Comment_1051295
I wonder how survivors can find ruine (rip) or any others totem on the first 30 s ?
I know, right? Survivors have it so easy but they have almost zero to none appreciation. They literally have no other objective then do gens, cleanse totems and open the gates. As a killer, you have 4 survivors to chase, hit (twice), hook and (hopefully) kill while defending 5 gens and you have to really pick your fights wisely. One hook now can easily cost you two gens (and you need another two hooks to kill that 1 survivor) so you must drop chases often even when you get a hit - but if that survivor have medkit or Self-Care, your chase was a total waste.
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I disagree. On the game's current state, NOED doesn't need a nerf.
Gen speed and map sizes are absolutely broken, which is why 'Ruin' was overrused. Also, because 'Ruin' would significantly slow down the early game (while still active), most survivors would search for it. Therefore, looking for 1 totem, they would find a few - potentially all of them - and then at the end of the match, NOED would not activate. If survivors do not decide to cleanse a totem that is not active, well, that's on them.
Now what is happening is: survivors do not see the need to search for 'Ruin'. Instead, they sit on gens smashing M1. So, of course, NOED will activate at the end.
I've had games where I hit a survivor working on a gen and he simply carried on. That is also toxic behaviour inspired by the 'Ruin' nerf - after all, the perk do not represent any risk if you decide to stay on gens.
As a killer, it doesn't depend on your skills to win a match - it depends on relaying on survivors mistakes. In this cases, the survivors' mistake is not cleanse totems.
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I used to play LoL as well and the ranking system on DbD is not the same at all.
In LoL the rank system is based on number of wins and there is also a promotion system. That way, you need enough points to get to the promotion challenge and if you win majority of the games during your promotion challenge, you rank up. That is okay to do on LoL because there are two teams playing towards the same goal.
In DbD, the rank system is not a skill based promotion. The more you play, more you will rank up. The other major difference is that doesn't matter if you play solo, duo or a full group, you will rank up the same way on the same category. However, you can expect higher ranks to have better items and perks since they are playing the game longer than a rank 17-20 player.
If rank is really that important to you, play survivor and find yourself a good SWF group. You will get to red ranks in no time.
PS: I'm new to the game as well. Purple rank killer.
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BHVR will not punish SWF groups. They are a great source of income when it comes to cosmetic - after all, they don't need to play Blendette and hide. Majority of the time they want to be found and they want to abuse that. End of discussion.
What BHVR should do instead is reward solo playing.
Maybe TOME missions could only be completed if you play solo? Or more EXP so you would level up faster? Or more chance to find rares items in chests while playing solo? I have no idea, I'm not paid to think about that kind of stuff: BHVR is.
As for killers, from my POV as 'baby killer', If I get at least 25% more bloodpoints for playing an unbeatable game, I would happily do it. I know killers have a higher base bloodpoints earn anyway but to be fair, it's one killer for four survivors so that is simply fair. SWF groups have the advantage so I don't see why a killer shouldn't get something out of it too.
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@Fibijean said:
I'm not sure I've understood what you're suggesting with the different queues. Do you mean that they would literally be in different matchmaking queues separately from other players, or that the game would just be able to detect what size the party is so that it can give that information to the killer? If the former, the game doesn't have anywhere near a large enough player base to support that. If the latter, the game can already do that as part of its matchmaking system.
Unfortunately, both suggestions suffer from the same problem of extending queue times. The developers removed what was otherwise a very helpful feature from the game (survivors' ability to see each other's ranks in lobbies) because it was encouraging people to dodge lobbies and extending queue times, which are already bad enough. Anything that contributes to that problem is not really a feasible addition to the game in its current state.
The second one, actually. I appreciate the fact that could affect queue time and potentially killers would keep dodging lobbies, but that's what 'cause and consequence' is. In its current state, SWF has no downside. Players can communicate freely with no punishment. At least killers should be able to decide if they want to take a chance or not.
Also, I need to mention I'm sharing my views as a new player and what I'm struggling with currently as "baby killer" (as I was called earlier).