Ryuhi
Ryuhi
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2998934#Comment_2998934
You figure this data comes from all ranks. That's why the most played survivors/killers are all ones that are available by default on all platforms, and also why Self-Care is the third most used survivor perk. I'm frankly amazed that BBQ is the top killer perk despite being DLC (and Ruin isn't default on PC) - if I had to guess, the default killer perks aren't very good outside Tinkerer and NOED, and so there's less frequency or consistency in what new players use.
the absolutely obscene The Grind paired with the fact that at many skill levels it is easier to get points (and at least a few stacks of BBQ) with killer and BBQ's placement makes plenty of sense. Its aura reading and a lot of other perks being ass just props it up even more. Theres a reason it was hardly ever in the shrine of secrets for so long, people felt it was mandatory to even attempt to catch up.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2998821#Comment_2998821
No. Now I'm starting to wonder why you're jumping to conclusions. If they down me and there's no other survivors in the area and they just let me bleed then yeah, I'll be annoyed since there's nothing to do but just HOLD M1 TO RECOVER. Also to @Vampwire's latest comment on this thread: You had me with you until the very end. No one can afford to consider the other's feelings since there's no guarantee they'll do the same. Best you can do is apologize, be kindhearted and hope for the best.
Because I get annoyed by the scenarios where the killer has to slug me just as much as the ones where they do it to be a jerk. The difference is that I get annoyed at the teammates who would rather force a stalemate to prevent a hook than doing gens during the time the killer has to waste getting said hook.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2998886#Comment_2998886
and im not convinced these stats were given to be particularly useful (unlike the stats they gave the day after anniversary listing perk and build usage rate at each individual MMR level, as well as how many games are played at that level).
A lot of it is incomplete data tho, like that EGC one. Is it number of times EGC has happened? Amount of time lapsed during it overall? Number of kills caused by it ending? Some of it could be useful or fun to know but some of it is just "large numbers go brrrrrr"
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I mean neat stats I guess, but they don't really tell us much. I think when people ask for them they usually want info that can be used to understand decisions or design choices moreso than "total endgame collapse(???)" or whatever other fun quirky number.
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Tbh the game just needs less lose/lose scenarios, especially for killer. People get upset about this stuff because they get forced to make bad decisions in order to not make worse ones. It happens to both sides, but perks like DS and BT can create the scenario 4+ times per match alone.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2998774#Comment_2998774
Just the former for me. That's why I've been enjoying Video Horror Society. When you're down on the ground, you can still do stuff to help yourself and others.
Are you saying you've never been in a situation where a killer slugged because there were other survivors obviously nearby? Majority of times I ever see it anymore is to avoid a blind/stun/sabo/etc. Hook sabo especially since once you drop you're probably not going to be able to pick em back up to reach anything. Honestly hook denial in general is probably one of the leading causes of slugging, aside from stuff like IF on Nurse/Billy/Oni/etc.
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Being bothered by slugging is half "laying on the floor doing nothing is boring and obnoxious" and half "LET. ME. WIN." The scenario generally dictates how much it leans into one side or the other. There's times where the killer hates having to slug (like 2-3 survivors hovering around a pallet that someone is downed under) but they do it anyway because they pretty much have to. Other times people use it to be asshats, and im sure there's plenty of middleground between the two.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2998277#Comment_2998277
Agreed completely and these are things we will look into.
With games like Final Fantasy 14 they catalogue all their bans regarding RMT and hacking for the public so that people can both know that its actually being addressed, and can gauge their progress in "the arms race" to understand how hard they are/aren't working on it. No names or anything like that, just number of actions taken and for what reason. Running into a hacker in this game used to be like seeing a unicorn, now I see at least 2 or 3 every session and I don't have the storage space to record every match "just in case." The unacceptable prevalence paired with the lack of any real way of knowing how much is actually being done makes it look entirely ignored to the average player.
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If something isn't well balanced, people genreally don't prefer putting themselves at a disadvantage. You can argue about how unbalanced it is/isnt or whats OP or weak all you want, but thats a pretty universal truth. Some people specifically would embrace the challenge or playing at a handicap, but most do not.
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@Zexbunny said:
FOV is a perk because FOV can provide an advantage in this game. Everybody would just max their FOV and therefore would be useless except maybe the two ppl who'd use it as a challenge
Low FoV provides more of an advantage to survivors being able to run directly against a killer to make aiming powers (or even just getting stalking to register) nearly impossible, especially for those poor souls who play on controller. Also tbh the "it can be abused" arguments are such bad faith arguments, just like they were with colorblind mode (which led to a half assed mode that doesnt even help with most of the issues colorblind people have as a result.)
Also for people who don't even know why FoV is often considered an accessability option, it often relates with people who suffer motion sickness in games. Despite your claim, some people even play other games at low FoV purposely because higher FoVs cause the issue. Others it can be the opposite. This game doesn't let you choose, makes you sacrifice parts of your loadout to do so, and even has a perk that changes it back and forth mid match. Accessibility is never on their radar unless hot mic damage control forces it, because its never a part of their design considerations.
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>Why do killers need an anti-boon perk?
when you ask the right question, but for the wrong reasons
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well, there are infinites, but they're always tied to breakable walls. So unfortunately once you encounter said loop, chase or not you generally have to just go over and break it. Maps like Badham its good to just break the two doors for the 2 story houses as soon as you start since they both create that issue, for example. Thats the only way there can still be infinites in the game.
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@GentlemanFridge said:
Also, with voice-chat comes VC abuse. Abuse that will need to be handled by the support team. Lord knows how they'd manage that when the curent system is already as...lackluster as it is.
this too. voice creates another layer of moderation necessity, and one that could easily be much worse than text. Meanwhile their censorship is so bad it censors strategies, perk names, even some of the actual survivors and killers names. You'd need to go through as many hoops as their cheating report system requires now for every person who is disruptive/derogatory/etc.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/2964593#Comment_2964593
How would you be weaker, exactly? You can use perks to compensate if you didn't want to use VC. Kindred is god tier for solo queue, it provides tremendous amounts of info frequently during a match.
because communication destroys balance and completely nullifies multiple killers powers, so they would need to be buffed to compensate. and If they're not, you're only going to go vs camping and tunnelling blights and nurses even more than you are now
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so lets say it gets added, with an opt out like other games do (say, Evil Dead.) The devs will either balance around it (a combination of buffing the killer role and/or nerfing survivors) or leave it as is and hurt killers even more.
Now what happens if you want to opt out?
The game is suddenly even worse for you as a solo than it was before. You have now been put into a choice of either dealing with having to audibly communicate with the worst the average dbd survivor vocalizes in an average match, or being exactly where you were before but weaker.
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imagine performance issues being fixed
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people who want old fog back are only remembering third person, not first.
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Its hard to tell new performance issues from the ones that have been here for ages
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2947001#Comment_2947001
You might be right if it involves swf, but solo survivors cant rely on their "teammates", so it is up the the entierty of survivors in a match, but not up to the single survivor themself. Threating them as one entity doesn´t do this circumstances justice.
it does when there are perks specifically designed to make one person able to handle all of them easily.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2945670#Comment_2945670
Not at the beginning maybe, but at the time YOU come to use it, all pallets might already be gone, so it is disabled just the way a hex is.
And if the hex aspect was the point, why did you choose the weakest hex perk compared to the strongest exhaustion perk? That seems deliberate, you know.
Yes, hexes can be found, but its not too seldom that smash hit, balance landing or even lite dont do anything, depending on the map and the game progress. But there are also games where hexes are found so late, they already changed the outcome of the game, which is a factor you choose to ignore.
The hexes are found early or late depending on rng, but it is entirely up to the survivors whether they survive or not. There is nothing the killer can do to disable exhaustion perks, short of perks or addons that can temporarily block them (which is part of why those addons are strong)
I used those two extremes as an example because they emphasize the lack of pairity between the two systems in the quote i was responding to. The usage limits between the two systems, as well as their risk reward ratios, are wildly different.
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@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2945700#Comment_2945700
What engine is this on? This looks like doom 64.
its just gzdoom, Sunlust and Trailblazer were currently loaded.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2944949#Comment_2944949
It never really worked for its intended purpose, and the nerfs were necessary.
DS is pretty much always assumed to be in play anyway, so you can also always assume that if you get to use it, the killer doesn't care, or is just trying to get it off of you early as opposed to getting hit with it late.
The cold truth is that a killer who is determined to tunnel you out is going to tunnel you out, and there's nothing that will stop them. You'd break the game trying to create preventative measures strong enough.
If you want to stop tunneling, you have to use the carrot instead of the stick. What does that look like? I don't know, but I do know that punitive perks aren't an effective deterrent, and never have been.
The reward for spreading hooks needs to be even remotely close to the reward for tunneling someone out. We have perks like Thana to reward spreading out injures instead of just securing downs one at a time, but there isn't really anything similar for hook states, or even just not hooking the same person twice in a row. Currently (especially with the CoH meta) its strategically a bad idea to play fairly, which is a really bad position to be in when the role is already losing players due to its level of stress.
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@JonahsTablet said:
https://us.v-cdn.net/6030815/uploads/FLQMQOFYEFER/pngwing-com-283-29.jpg
Wow! This new doom wad looks great!
jokes on you, Doom literally looks better these days:
You can even adjust the FoV :D
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2945590#Comment_2945590
It’s basically nea lmao
This is an issue I see with fighting game cosmetics lately as well.
Cosmetics should never make one character look like another. In FGs it can mess with someone's reactions and increase input hesitation, in DBD it can cause the killer to accidentally go for a survivor they don't intend to. Already hard enough keeping track when people use the same character/cosmetic. Just adds yet another thing to keep track of ("That nea that just got unhooked and might have DS is actually the Meg.")
Pairs extra poorly with the hook counter system.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2941183#Comment_2941183
And if you change third seal to either ruin or devour hope and dead hard vs smash hit?
Would still consider smash hit better than either since, as the original point was, it can't be disabled entirely at the beginning of a match.
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2941145#Comment_2941145
whoa whoa,are you honestly going to compare exhaustion perks to hexes in terms of usage limits? One that comes back every 45 seconds you're not sprinting vs one that can be disabled 30 seconds into a match and gone forever?
My argument is that hex perks have a MASSIVE risk to pair with their lukewarm-to-decent reward, while exhaustion perks are a much more minor risk vs a decent to great reward. You could argue a perk like devour hope has a massive reward at its highest levels, but the survivors not only can disable it before it gets any momentum, the momentum itself warns survivors to get rid of it. Similar issue with Pentimento, which is why going for the 5 stack on that is pretty much a surefire way to lose games.
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A strange game.
The only way to avoid hackers is not to play.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/2942857#Comment_2942857
As far as I know if you're the least survivor and Adrenaline activates you don't automatically win. It's a very stupid comparison because NWO is problematic in a certain scenario, completely removing the options for one party, the other one is not. Trying to keep this comparison is grasping at straws just for the sake of saying yourself you're right.
I don't think either of them gives a guaranteed win, and think both of them are ok as they are, so I don't really see where you're coming from.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2942761#Comment_2942761
If you can't understand how putting players into a lose-lose situation might be a poor idea, idk how to help you.
to be fair, there is a lot of lose/lose design in this game. Stuff like god loops, breakable doors, cleansing vs plague, healing vs legion and so on come to mind.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/2942565#Comment_2942565
Lol who ever talked about Adrenaline? Stop this us vs them crap, this thread is about No Way Out.
It was brought up because it follows the same activation criteria regarding the hatch. I was right to as well since they then went on to lead the argument to them not being comparable and not being willing to keep their logic consistent.
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yeah gonna be real, i havent been playing the game since 2018 to waste time clicking on nodes and seeing how badly RNG is going to screw me out of trying to put together a build and/or stock up on addons which completely change killer/survivor playstyles. Its extremely antiquated with how much content has been added since its inception, and the longer they wait the worse it gets.
We might as well bring back sabo hooks never returning, people being able to force crash each other's games, being able to hold survivors on the basement stairs hostage, and other similar good old flaws in the game "for the nostalgia"
Also, its a unique leveling system because tying long term progression to gatcha style random chance is unhealthy and designed as a means of forced player retention. It, by design, exploits people psychologically who are susceptable to sunk cost fallacies, likely half the reason people keep playing despite how much they actively dislike the game.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2942551#Comment_2942551
At low skill level he was dominating, was a threat to the future of dbd, like he had close to 70% killrate.
You know what low skill level can do to counter that? its one of the few times the git gud meme is actually accurate. The more skilled you get at survivor, the worse every killer gets vs you. What makes killers high tier is how high you have to go in skill in order to shift the power away from the killer side. Low tier killers do well vs people who don't know the game, and then become extremely weak vs people who do.
Why would you balance for low skill play when its supposed to be a starting point more than a permanent residence? This game has extremely low physical skill requirement, especially for survivor. 90% of what makes a survivor good is knowledge and understanding of the game. You don't get good by holding m1 harder, and its not exactly a fps or fighting game or anything.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2942588#Comment_2942588
both of the situations you mentioned are lackluster in hatch situations. For the first one it was your fault for slugging and the second one they will die to EGC. Stop crying lol
I'm not the one crying a perk should lose its functionality in order to LET. ME. WIN.
First scenario gives the survivor a second chance for free when they were already dead, Second scenario doesn't have to happen in front of the killer, it makes them lose track of the survivors locations and revert to patroling the doors, which can vary between close to each other and exact opposite sides of the map with multiple obstacles blocking line of sight between them.
You want the hatch to be a free escape after you've already lost, which it usually is. You're just upset that a killer giving up a perk slot for the trial up to that point was able to deny that safety net.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2942565#Comment_2942565
You are comparing Adrenaline to No Way Out lol
yes? neither does anything until the gens are powered or the hatch is closed. No way out can find and trap the 4th survivor in endgame while adrenaline can help them either get up off the floor and disappear or flat out outrun the killer and reach a strong loop in endgame.
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fixing killer bugs? we don't do that h-
oh, its one that gives the killer something busted? we'll have something out immediately~
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@White_Owl said:
I agree. The 1v1 endgame is already heavily skewed towards the killer without a perk making it impossible for the survivor.
It would also be an easy fix, make it like Rancor so that it activates when the last gen is repaired rather than when the exit gates are powered.
The killer got to that point with 3 perks, not even like a hex totem that gets removed less than a minute in, but they just stomped without at least one of their perk slots doing anything at all. For a relative comparison, do you think Adrenaline should do anything when the hatch is closed? It could easily be the difference between a slug securing a 4k and an escape.
If you're fine with one but not the other, you are biased.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2942540#Comment_2942540
Even with his bigger lunge, he still was C tier at best. He needs more buffs than a bigger lunge to be "almost viable"
If they took his lunge away because they thought he didn't need it and it was "a wee bit op," do you think they'd give him a gun or something? Something that wasnt even enough to make him good was taken away because of how out of touch the devs are with balance. What makes you think asking for more would be realistic?
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just give him his lunge back, imo. It gave him a bad, yet servicable, degree of anti-loop. Kinda silly how that alone was the thing that made him almost viable.
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The Killer gave up one of their perk slots to have the gates be blocked in endgame for a bit. Sounds like the perk doing exactly what its supposed to do.
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@MarkHenry868 said:
I keep seeing it's 4 vs 1 as an excuse for bad players to continue to be bad. Killers are all overpowered. Period. Some are less overpowered for sure but most aren't. And unless a swf team is cheating in some way, the killer has a way better chance at killing at least 2-3 than a team of 4 has to survive. None of the survivor "offensive" moves are geared to be effective enough to really cause any issues to the killer. Let's be honest. The only way the game would ever be geared to survivors and not killers is if the perks and pallets and items Affected the killer for a longer duration of time, or if one actually caused injury to the killer like the basic attack does. And let's also talk about one hit downs and super speed walking/running. If this game were geared like say an actual horror film, the potential victims would have the ability to defend themselves upto and including lethal force. But it's just a game. And bullies will always be bullies...............
If you think "all killers are overpowered" you probably shouldn't be calling anyone else a bad player. The higher skill you get, the smaller the list of viable killers becomes. People can argue all day about which ones are/aren't viable, but its a pretty universal truth its not the whole roster. And thats viable, not overpowered.
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@Mooks said:
This was said about many chapter before already.
it may make or break the game for you but in general i don’t think a single chapter has this power and its more like the general direction of the game over several updates.
edit: wait you are talking about the stream and not the chapter. Well. Keep in mind they still won’t announce all actual changes in the anniversary stream that will actually come during next year!
well, I feel like the silence on many issues has been deafeningly silent lately, with things that have been issues for years getting more and more issues piled on top of them. Not even in terms of balance, but many topics people are getting tired of radio silence concerning. If we get a Q&A full of the same meme questions that have no concrete answers, its going to be the last straw for a lot of people.
I feel like performance is going to be a massive issue. It seems to vary with every single patch, in the cases where its not consistently awful for people. Like many structural issues, the longer it gets ignored, the harder it will become to fix (and thus, the more likely people are to give up on it and just leave.)
If it gets skipped but we get another meme of bunnies working on a gen or something taking up one of the slots, people are rightly going to feel ignored. And thats not even talking about the topics that get extremely unsatisfactory answers, like the cheating epidemic.
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@VaJaybles said:
https://forum.deadbydaylight.com/en/discussion/comment/2941405#Comment_2941405
https://forum.deadbydaylight.com/en/discussion/comment/2941415#Comment_2941415
I believe Op wants to now play David due to his sexuality but hasn't leveled him up and is willing to trade Steve for a lvl 50 king
...was gonna say, unless there was some post deleted, I didn't see anyone being homophobic. Just someone making a joke that would lead one to presume that while they were actually saying "I'm so happy about this I'm willing to reset my progress to play him." twas a good bait.
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@Phasmamain said:
You mean the maps killers can basically guarantee a win on so long as there is a decent 3 gen? Yeah no thanks
If you run CoH, you will generally win almost any 3 gen eventually, even if you lose a survivor. A lot of the time they're not even worth going for unless the map pretty much demands it due to size/shape/allocation of loops.
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This map is a perfect example of "how have they not limited boons from being able to affect multiple floors?" It nearly doubles their effective range, and increases the time for the killer to approach and snuff them out substantially. For all the other arguing over what is/isn't ok with their implementation, im pretty sure this should be a fairly obvious one.
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@[Deleted User] said:
I know a lot of people probably don't see a reason for it, but maybe The Legion's running animation could change once they've hit 4 survivors. That way it's crystal clear to everyone when The Legion can down someone.
Unless you're the fourth person to get tagged, after getting tagged you should be running away from the direction he takes off in anyway. Deep wounds doesnt even tick down until you're outside of his TR, so you don't need to start mending for a while. Realistically, it should only ever be the 4th person (maybe the 3rd, if they were close together) getting double tagged so it shouldn't really matter. Anything else and its 100% the survivors fault for allowing it.
Just take the tag, run away to a gen, work on it until your DW bar goes down a chunk, then mend. No hud notifications or animation changes or anything like that necessary.
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@Chispon said:
It's easy to keep track even by looking at the total amount of hooks. On survivors helps a lot, you know when someone is on death hook and maybe try to help... usually...
thats all well and good, but killers also need to keep mental track of multiple other things simultaneously. If you have to start going down a mental inventory of
"well first hook was jake, then second hook was dwight, third hook was the other dwight with the same outfit, fourth was... wait, was that the same one twice? oh nevermind, when the second dwight was hooked he still had full hook time so it must have been the other one. then the fourth one was...."
Then you are making something needlessly complicated to track in the heat of the moment. Add to this all the mental timers you need to keep, what perks each survivor has (especially exhaustion ones) and everything else mentioned in the other post about it... it just hurts decision making skills and makes things more stressful when it really doesn't need to be. A lot of people avoid killer specifically because of how much stress and multitasking is involved.
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@Lynxx said:
https://forum.deadbydaylight.com/en/discussion/comment/2941315#Comment_2941315
Killer have a total hook count already they can use to help keep track.
I still don't see why killer would need to see specific counts of hooks per survivor - which is what the op was about.
for the reason i argued. If two survivors are identical in appearance, it makes keeping mental track considerably more difficult. Believe it or not, some killers actually try to spread their hooks out instead of tunnelling, and tunnel by accident because they either forget hook states or simply can't tell survivors apart.
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@Lynxx said:
https://forum.deadbydaylight.com/en/discussion/comment/2941050#Comment_2941050
It was said '4' not '2' and that weird case doesn't happen very often and if it did does the killer really care how many times they hooked a particular claudette. They wouldn't tell the difference anyway unless they were chasing the obsession or downed a claudette in which case are they suddenly going to go - 'Oh I downed the wrong claudette, guess I'll leave her alone here and try another.'
Not likely scenario and not likely that knowing each claudette's hook count would help since you couldn't tell them apart just by looking anyway.
You implied that it was only possible with a 4 man swf, i gave an example of how it can happen even naturally and accidentally. My point was that saying survivors "need" that information as this post stated:
@Lynxx said:
https://forum.deadbydaylight.com/en/discussion/comment/2940068#Comment_2940068
Survivors don't often witness each other being hooked so there's little visual to differentiate them leaving their screams which again, inexperienced survivors won't know the difference between them beyond male vs. female.
And since they are considered on the same 'team' that information is therefore provided to their 'team'.
My argument is that neither side needs it, and the argument for why a survivor would is no more important than why a killer would.
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they didnt nerf here so that people would actually play her, just so they'd stop complaining about her. the outcome is irrelevant to them now that the complaining has (mostly) stopped.
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@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/comment/2941222#Comment_2941222
The survivor meta doesn't really gear itself toward that I would say, but I'd also argue both sides have perks that help with it.
I'd argue Spine Chill alone is a better situational awareness perk than pretty much anything else in the game, but I certainly won't pretend perks like BBQ and Nurses don't exist either.
That said, the survivor meta isn't necessary at all, so people need to be willing to go outside of it. 90% of the time people "need" BT, they could have just led the killer away from the hook and let someone else get the save safely.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2941176#Comment_2941176
But the thing is, why should a strictly solo player use two perk slots for Kindred and Windows. When a swf team can have that same information without losing potential perk slots. Don't get me wrong I totally get what you mean though. What else do you use in your build besides Windows and Kindred?
Generally an exhaustion perk (dead hard or lithe, mainly) and a flex spot. Usually its spine chill, sometimes CoH if i'm salty from a bad game, or whatever perk can help with my currently selected challenge. Yes swf get that information for free, and that has been a problem with swf since the day it was introduced. They will always get unintended information for free through the presence of functioning vocal chords. The thing to keep in mind is that information has a variable impact on different killers, some of whom it can completely nullify their threat.
The game was designed around solo, survivors are supposed to be uncoordinated and constantly valuing selfish vs selfless actions. Thats how it was designed. SWF inherently breaks that design philosophy, and should be the outlier, not the goal. I've seen much better arguments for debuffing swf's based on their number of players vs buffing solo survivors to be able to inherently make killers like ghostface even more powerless than they already are. Killers like pinhead might as well just remove the chain hunt mechanic entirely if everyone has swf tier information at all times, let alone getting it for free without needing to sacrifice even a single perk slot in exchange.
Introducing swf was a case of trying to have cake and eat it too. They've had all these years to try to come up with an answer that would keep everyone satisfied, but like usual, they let it fester for years while building on top of the unstable foundation and the problem becomes harder to correct every 3 months when a new layer gets thrown on top.
