Ryuhi
Ryuhi
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Devs refuse to make gens take longer. They also refuse to address that gens NEED to be slower, or at rather not be allowed to go as fast, but they have no intention of doing that either.
We're getting to the point where a secondary objective is becoming that much more necessary. Survivor objective can be accomplished far too quickly, but its boring as hell and extending its duration only makes survivors more bored. We need less bandaid fixes and more alteration of gameplay flow.
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@SimplyNotFun said:
They don’t need moris. The yellow one is acceptable because it is purely aesthetic. Something you can do for the heck of it. Jesus Christ it’s an OFFERING slot! It shouldn’t have a big impact on the outcome of the game. Killers are granted speed, abilities and add ons. They need Mori too? If you think Mori’s compare to keys you’re out of your mind. Keys are way more necessary than Mori’s. Keys require survivors to do more work than Mori’s to use them. A lot of games either franklins takes care of the key or the survivor simply never got to use that 7,000 bloodpoints investment. Oh but killers get practically guaranteed use? Pathetic man.
Moving from locker to locker as a blendette is considerably less work to be able to use a key than hitting each survivor twice, hooking them, and then hitting them again another 1-2 times after they get unhooked. Keys can even open the hatch after the killer beats you to it, while they're off patrolling exit gates that are on opposite sides of the map.
Again, both are bad, but you're a fool if you think keys "require more work" than moris.
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TBH I think the bigger way to look at it is this: Keys prevent killers from being able to secure their full victory, moris prevent survivors from being able to attempt to earn their victory. Both are awful, in different, yet equally bad ways.
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@SimplyNotFun said:
https://forum.deadbydaylight.com/en/discussion/196833/is-using-a-mori-against-a-key-justified
Moris definitely outclass keys. Moris allow you to just hook one survivor which takes such little effort to do and then tunnel him when he or she gets off the hook. That’s absurd and quite honestly in my opinion ruins the game. There is nothing wrong with keys and that’s because 1) you can’t always depend on your teammates to do 5 generators. So an alternate method of escaping is absolutely necessary. The hatch doesn’t open right away when you’re last alive giving the killer plenty of time to hook the last guy and march right over to it and stomp on it in your face. Killers are already insanely OP
with a key you can do literally nothing the entire game and still escape with less than 6k points. you can't be handed a more free "win" than that, even with a mori you need to at least hook each survivor one time.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1668810#Comment_1668810
Because you're assuming a coordinated team, which as usual is something that rarely happens
Nah im just assuming a solo survivor with some awareness. If you have Spine Chill or premonition you can get a nice early warning that the killer broke off and is coming for you. Empathy can help with this as well, if an injured survivor suddenly stops moving erratically and starts healing/working on a gen/etc. Obsession tendrils might stop moving. Even barring all of that, you could just show some restraint and get off the totem after working on it for 2-3 seconds and walk away.
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@nursewannabe said:
Most of her addons need to go. Double wind up is just like Billy's insta saw, iri head is iri head, exhaustion addons were fine when exhaustion recovery happened also while running, but now they're obsolete
hm yes, being able to use your ability without needing to plan it a year in advance, and not even getting an instadown for your trouble is totally the same as being able to press m2 for like a second to bypass both health states. I concur.
also, how TF are exhaustion addons obsolete? she's 110. you gain absurd distance by just not camping pallets vs her, and they are essentially there to move the "deadhard for distance" and "lithe away from a god loop" situations from the equation (honestly the main reason they're considered strong) and 4/5 exhaustion perks can easily be used before getting hit if you know she has them?
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1668779#Comment_1668779
This could still be nerfed, though.
You need to get rid of exploitability before nerfing something that exists to be a bandaid for exploitable game design. Its part of the reason people were so butthurt about the ruin nerf a while back: Gen speeds are STILL a problem, and its been nearly a year since the bandaid fix got nerfed into a different, less effective bandaid fix. that they are now trying to put another bandaid over with ANOTHER perk, that survioors now want a bandaid to fix for their side. Thhis is why these changes mean nothing without addressing the actual core problems that cause them in the first place.
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@Xzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1668798#Comment_1668798
Add in some Bugs and we are ready to go!
Throwing an axe lurches the camera forward and forces a fatigue for 5 seconds. Sometimes the camera doesn't actually correct after this due to a bug. ETA on this fix is 2022.
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@nursewannabe said:
The combo is fine. What is not fine is the aura reading ability, which not only makes thrill of the hunt completely useless, but on high mobility killers makes the perk absolutely unfair, especially in solo queue.
The aura reveal needs to go
why not abuse it? if its a high mobility killer, work on the totem for a moment then leave. Guarantee you'll either ruin their chase, or makes them unwilling to break chase to go after totems after a few times. Just think of how most killers end up handling OoO survivors: they have to judge whether they can actually try to chase them and get them out of the game, or are forced to ignore them because it wastes more pressure than it gains.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1668745#Comment_1668745
Ah yeah in solo let me just stick on Detective's and Distortion alongside Kindred and Bond and Iron Will and Spine Chill (because if you're not using those perks then you can't complain about spirit apparently) and an obsession perk so I don't get tunneled and-
Oh wait. That's, uh, that's more than 4 perks.
######### solo survivors though, right?
Funny, Killers are supposed to be running like 8 different perks to deal with the advantages survivors usually have (lets not forget, the ruin/undying combo is sacrificing two perks that can be entirely 100% disabled by the survivors for no actual cost) and you want to complain that you don't have room for the smol pp combo?
I run Spine Chill and Kindred on most builds as solo survivor. It, at worst, neutralizes all of the negatives that could happen in most scenarios (including this one.) with only those two perks. I also only play solo survivor, and i'm probably about 80/20 in terms of survivor vs killer.
Detectives hunch, especially when paired with a map, is absurdly slept on. Using it basically lets a single survivor assure that not only no hex totems survive, but NOED will never proc. Distortion, like I mentioned, is a free totem locator when not being a free protection from killer aura perks (yet another time you gets to nullify a killer perk,) as long as you're actually paying attention to it.
Bond... has nothing to do with this scenario, and isn't necessary for solo queue? I mean it can be handy, but if you know how to play injured and not go down in 2 seconds in a chase its not exactly that important. Besides, Kindred does the job anyway: you can find everyone instantly the second anyone gets hooked, regardless of distance. Also, obsession perk? You could always just not take one, assuming that one of the other 4 players will, and not waste the slot? Or just use your build and skills to your advantage to make the killer lose for trying to tunnel you?
I honestly don't get this level of entitlement. Killers get 4 perks, and they usually have to sacrifice 1-3 slots to even have a chance at being viable. as the power role. and thats not even talking about their addons which can be just as (if not more) important. AND they can't just give up and get out of the game to the next one if they do bad, they have to wait it out until the last survivor is either dead or leaves. As survivor, if you get a bad game.... just die and move on? you'll be in a new game by the time the previous one even finishes, so who cares?
If you play solo survivor, you should know that its not about surviving, its about getting as many points and pips as you can. and if you can't? grab a drink and you'll be in another match by the time you get back.
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I hate that keys are required for some challenges, just like how I hate how moris are required for some dailies. Everyone knows that both sides hate both, and everyone knows that one tends to be met with the other. Can we not be forced to make this issue even worse than it needs to be?
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1663953#Comment_1663953
Doesn't matter. Let's say survivor: If you never practice 360s, you will never learn it like me. It's not even mandatory to play the game. Or killers who played 500 hours (killer only) and never picked up huntress / slinger, so their aim is bad compared to someone, that played only them in the same amount of time.
I don't think MMR will ever work in this game.
The MMR system was designed to be individual per killer. Clearly with how much some skills like hiding red glow carry over, the first matches before a sample set is established will always be volitile: but they would surely smooth out as the sample set grows larger over more time and more games.
Its not a bad idea, there SHOULD be a per killer rating due to how much grinding is required for each killer as well as how perk/addon dependent they tend to be, as well as their differing playstyles. I just don't think the numbers are there to make it feasible.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1668768#Comment_1668768
Hm, to an extent you're right. Undying's revealing effect lasts 4/5/6 seconds, while Distortion's anti-reveal effect lasts 6/8/10, so yes, this could work. In my opinion, still, Distortion should last...forever, or at least have a token recovery mechanic.
If you want distortion to last forever, you don't really understand power dynamic balance very well. Imagine running OoO but never having the downside to it? It's already an exploitable portable UAV wallhack as it is, but completely removing its downside?
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Literally her only bad addon is Iri Heads. Everything else, including exhaustion ones, is perfectly fine.
People seem to forget she's a 110 killer when commenting on her addons. You can forcer her to waste multiple loops by just not giving her LoS. You can literally do this by running in circles around a lot of short loops even. The time you waste by doing so is worth far more than your ultra-mega-giga-clutch DS you were planning on... sacrificing to the floor when the servers decided you pressed it too late anyway, so is it really that bad?
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1668724#Comment_1668724
I would if I had it. Seems like a decent perk. I'm hoping it shows up on the shrine soon because I hate the Undying/Ruin combo when playing solo.
Its especially solid with a map, since it auto scribes everything in range to the map when it procs. It was already pretty decent before, but its exceptionally strong in the current meta. Trading 1 survivor perk to get rid of 2+ killer ones?
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@Godot said:
Until Distortion gets a feature where you can get your totems back, or turns into a perk that simply constantly hides your aura if it's from an aura reading killer perk, it's not going to be placed into my builds.
Protip: if you randomly use up a token without the killer hooking someone, without healing in their TR, and without you running OoO like an idiot... you just found a free totem to cleanse! You even get to not be seen while doing it as an added bonus!
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I honestly don't think the matchmaking pool is stable enough as killer vs survivor across all zones and times for MMR. I think thats the real reason it didn't work.
The game's not exactly dying. there are still plenty of people playing it at any given time. The problem comes from trying to match players in the same region, at the same time, at a ratio of 4:1 while also accounting for the fact that the 4 could be groups of 2-4 and having to also pool them in with individuals who fill the number of flex spots exactly.
Thats already a hard filter to sift through, and it shows why we get so many rainbow rank games without MMR. Add MMR to the mix, and you need to try to factor the suivivor "winrate" (still dont know if thats pip or survival based) vs each individual killer's "winrate...." which might not even exist if they havent been playing the killer since MMR started collecting data. You can see how this calculation makes the pool of eligible matches slimmer with every condition.
Many games get around this by having visible MMR, so you can take bad matchups with a grain of salt. Those games are also 1v1, and luck tends to have less of a direct impact on your chances. Since this game has none of that, the results of MMR have proven pretty unreliable, at best.
Its not a bad system, and it could work. But it requires a massive pool of players available at all times for both roles, and this game only has a "very good" pool to work with across all times and regions simultaneously.
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@Xpljesus said:
Problem is it's super oppressive vs solo survivors, who are already the weakest role in the game by far, with no totem counter, comms, etc. It's more unhealthy than unfair because of this if there is a problem, I personally run Detective's Hunch in my main build though.
Its not though. Ruin does literally nothing if you never let go of the gen. It only works if the killer actually pressures gens, I.E the thing survivors always complain they should be doing.
Survivors just need to latch onto the first gen they see, and if the killer never comes around to chase them off of it, its free. Then you just look for totems between gens, and clear them even if they're dull. Suddenly 2 of the killer's perks have been deleted with minimal interaction.
Its not that its a weak combo, far from it. But its strength is based on survivors who refuse to adapt, which is why its so ironic that people overvalue it so much.... and it also overperforms at the same time. You don't have to be in a swf to deal with the combo, and you can single handedly win the game for your team by just not falling for it.
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@ILoveDemo said:
Yes I agree, Ruin, undying needs a Nerf.
why not just take detective's hunch and distortion? could it be that having to sacrifice 2/4 perks for a decent QoL is asking too much?
Oh well, why switch off DS/BT/UB/SB, right? ;)
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best part about being colorblind is you get to play this game 90% of the time you play!
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I think people focusing on "killers get more points" are looking at things the wrong way. Not only do they need the points a LOT more, but they have to generally work harder for them, even if they don't finish their objectives. The issue isnt that killers get too many points, its that survivors get too little.
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@[Deleted User] said:
This thread might interest you: https://forum.deadbydaylight.com/en/discussion/comment/1653930#Comment_1653930 It seemed to me that the scratch marks show up more clearly for survivor (using fixated) than for killer (see my response to linked thread). This might be partly due to camera perspective but I think it is to make it harder for killers to track survivors (or maybe they are just broken from killer perspective). Therefore, I think the scratch marks now remain under the foliage because the alternatives would take too much time/resources to develop and arguably make it too easy to precisely track survivors.
This could be fair as if we are emulating some form of realism, at running speed, tracking footprints is easier in soil compared to disturbed shrubs or mounds of heather so intuition would play a part.
I agree with you that it was likely due to initial technological limitations but now sinks to the bottom of the pot of where to allocate developers time. @Bwsted is also probably right lol.
Nah, tracking is considerably easier to see through unintentional obstructions being disturbed than footprints or anything like that. Since tall grass is becoming so popular, it should be noted that it SHOULD be arguably the easiest aspect of tracking, as it always rests in a deformed shape when trampled, crunched, or otherwise displaced. The more there are obstructions, the EASIER tracking should be rather than harder.
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I mean, lag switching is cheating, and is an issue with both survivors and killers.
Not having a great connection to a match isn't cheating, since you have no control over it. The game doesn't use a server list you can pick from, it goes based off of where players are at the time. If you play early in the morning on the east coast of the US, you're likely to get matches with West EU servers since thats the more populated area at the time. Same goes for many other region mixmatches that have little to do with any individual player's internet speed.
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Still no colorblind options, so I feel that way on most of the maps.
And with the changes to MacMillans, that realm is fighting with Yamaoka and Coldwind for the top spot.
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I think they're saying that the tooltip is worded incorrectly, in that it implies that 25% of whats already been accomplished is removed, rather than a flat 25% of the gen's completion. So if a gen was 50% done, the tooltip's wording would remove 12.5% of its total progress, not half of what's been done.
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I think the algorithm is messed up on the new maps. I've seen both dead zones and pallets within a few feet of each other.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1654541#Comment_1654541
Sounds to me you have a problem with me having an opposing opinion. But good I did not want to continue our conversation
Nah, opposing opinions are how we learn things. You can only experience things from your own perspective, while other perspectives give you new information to re-evaluate your position. Its how the open minded actually learn.
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yeah you're not really trying to have a discussion, just reaffirm your belief. Have fun.
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Survival is a bad category, always has been. the 0-5000 split has always been awful, and while more scoring events have helped with this a bit, it still remains very poorly designed in terms of its "all or nothing" dynamic. Survival bonus needs to be considerably lower (maybe 2k or so) and there need to be considerably more realistic events to bring it up to par with the others.
That said, We come to boldness. This category can either be very easy or very hard to get points in, and usually when its very easy, its the ONLY category you'll get points in (like being tunneled.) You could run the killer for the entire game and get only 13k, because you weren't allowed to do anything else the whole game but, still escaped. Or worse, only 8k if you didn't escape.
Altruism rewards over-altruistic behavior too much, which feels weird to even type out. People hookbomb and throw the game for their team for both WGLF stacks, and the fact that they get pretty much at least a quarter of a category's max in a single event. Altruism needs to reward less for unhooking, and more for healing.
The objective category is actually fine for the most part, barring you don't run into the problems of the other categories. If rebalancing the actual point gains is out of the question, then the category caps need to be adjusted, or gotten rid of entirely. I understand their purpose, but they can cause more harm than good for game health considering how bad the grind is.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1654403#Comment_1654403
I mean, it takes time to blind, so any killer can just.... not look directly at you when you try to blind? You're making it sound like killers suddenly can't be blinded while animation locked or something, which is the only time you should really actually be able to land a blind if the killer has a working mouse (or right thumbstick)
So where exactly did you say you disagree with doing this? This works especially well with spirit and nurse. For nurse fatigue is pretty much non existent and spirit you can fair your phase much easier because a survivor witn a flashlight cant check.
I think you can blind at a pallet still or amy other animation lock but it doesnt remove the fact that any time your character does an animation of looking down you can still see relatively normal.
So are you trying to tell me that I'm just misinterpreting what everyone in this thread is saying and they arent against stretched res? Alright man this is no where close to what the actual thread is about. What even is your argument?
I also dont think people constantly gang up on me. I do however think I can have multiple people disagree with me because thays just how opinions work.
Also I didnt really project anything I made two assumptions. That's literally all it was. I could of got angry or wrote something rude but I didnt.
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1654349#Comment_1654349
Yeah I'm sorry about that I'm kinda frustrated I have multiple people coming at me. Excuse that but please since these were all assumptions you knew both correct?
You said it right there. You also conflated everyone who disagrees with you to the same exact stance, which is likely why you were so willing to tell us what we think. Also, you're claiming that by not disavowing something directly, you're allowed to put words in my mouth and misrepresent my position. nice.
Back on topic: My argument is that stretched res is cheating, which is something you have tried to claim it wasn't in regards to survivor multiple times. The twitch clip you posted is even a streamer trying to make the argument that it isn't cheating. Not only that, but you then tried to claim that it IS cheating, but only for killers using it. My argument, along with multiple other people in this thread, is that all stretched res is cheating, even if you disagree with the benefit of it.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1654378#Comment_1654378
Well you did say it on a tone of it "it doesnt really matter because it takes time to blind anyways." Sounds like you are defending it right there.
In a swf that information is useless due to callouts. Also once again scouting the map is going to render that info useless.
https://forum.deadbydaylight.com/en/discussion/comment/1654387#Comment_1654387
All I did was make a couple assumptions I didnt even write in an angry or hateful tone. It was more snarky than anything.
"Argument by projection is when someone makes a point, but is actually against it. This is usually done as a cover so that their argument seems more rational, and their opponent’s argument irrational." Your implication was purely because you wanted to be right, so you tried to tell me what I said rather than actually take the information at face value. This is a big part of why you think people "gang up" on you in these forums, you're constantly misrepresenting them to yourself to try to solidify your belief.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1654349#Comment_1654349
Yeah I'm sorry about that I'm kinda frustrated I have multiple people coming at me. Excuse that but please since these were all assumptions you knew both correct?
Projecting onto others not only doesn't help win them over, but it makes your viewpoint look less genuine.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1654325#Comment_1654325
That doesnt matter it's still technically cheating. The killer can still just look down and never have to look up. Its still cheating. It allows you to see normally while looking down!
The routing doesnt matter if you have already scouted the map before hand which is what most survivors do. You could already see the red glow before he stretched it. Why would the killer leave the loop the survivor is? If they moonwalk you arent gonna be able to see it.
You are defending the fact that you can look down and still see perfectly and play the game like that. Hypocrite much? Maybe if the devs werent so incompetent color blind settings wouldnt give an advantage it's not the players fault.
stretched res is cheating for both sides. Are you implying that I somehow claimed it wasn't? When did I defend anything about stretched res?
Also having access to that information DOES matter, because it lets you see if pallets have been wasted or not, as well as seeing other loops/windows you can route to. That is free information.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1654303#Comment_1654303
Built in lightborn in a sense you can look down but see what's above you perfectly. You could essentially play the map while never turning your head up. It's not a bug it's really stretched screen for killers. You clearly didnt know this nor where you gonna bring it up right?
https://m.twitch.tv/clip/KathishFragileHyenaCeilingCat
Also in the clips where its proved to be cheating that feng isnt aiming down. You can see over most those tiles on native as a console player I can confirm.
I mean, it takes time to blind, so any killer can just.... not look directly at you when you try to blind? You're making it sound like killers suddenly can't be blinded while animation locked or something, which is the only time you should really actually be able to land a blind if the killer has a working mouse (or right thumbstick)
In any case, with that link you posted, you can still see more of the loop in, which not only gives you more information for routing but would also allow you to easier see the red glow around the sides of the loop, or even on other terrain if the killer moonwalks to hide it. It's adjusting game files to give yourself an unintended advantage, I.E cheating.
Honestly, the thing that pisses me off the most about this crap is the people who defend abusing stuff like this are the excuse the devs have been using to avoid putting colorblind options in the game for years. They won't do it because non-colorblind people will exploit it. Way to prove them right.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1654084#Comment_1654084
I won't mind. If it was for killers. They would have to fix the built in light born killers get with it. :)
Considering there is no "built in lightborn" i'm guessing you mean you not being able to aim a flashlight? I agree that they need to pick an aiming method and stick with it, but you're being pretty disingenuous. Especially considering actual free perks are granted by actual "bugs" in things like survivors losing all sound while not even having iron will.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1653590#Comment_1653590
I mean sure I'll defend it. It does give an advantage but it does not let you see more of the killer. The advantage is seeing more terrain. Also nice use of shmockette. I am indeed one of those.
Once again OoO is my favorite perk I'm gonna run it. Would you rather me run dead hard than sprint burst?
I appreciate the killer mains. They put up with those actually toxic survivors, the clowns who say fine things need to get nerfed. If my opinion is a clicky clicky sure get outplayed lol.
If a wider FoV isn't an advantage, can we get it as an option slider for killers? without having to use a perk for it?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1654056#Comment_1654056
Again, I ask, how can it backfire on the killer.
For example.
- meg uses t3 SB in first chase. Manages to get away, killer gives up.
- Only 10 seconds of her 40 seconds recovers before she decides to hop on the next gen she sees.
- the remaining 30 seconds is PAUSED!
- Killer makes their way way over to the gen meg is working on.
- She cannot SB, and there is no way in hell the killer will allow meg to just walk for a total of 30 seconds, giving meg her SB back.
Spine Chill exists, and is meta? So even in that situation, meg just gets off the gen when it lights up, slowly walks around a corner out of view, and is now recovering her exhaustion while the killer either wastes time kicking the gen, or wastes time looking for her. She already got her value from the first sprint burst which wasted the killer's time and let her win the chase, now she can get it a SECOND time if the killer is unlucky in finding her/doesn't have the time to search. Remember, in this hypothetical you've created, this is a LONG time that the killer has created zero map pressure.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1653987#Comment_1653987
How can it backfire?
Are you seriously always going to wait till your SB is recovered before touching a gen again?!
because it allows survivors to save their SB at the start of a chase, get to a loop, THEN use it. using it at the start of a chase is plenty good a lot of the time, but using it on demand during a chase is even better. People need to remember that exhaustion timers are only 60-40 seconds, the entire point of exhaustion inducing addons and such is that it lets the killer control when the player doesn't have access to their exhaustion perks more than just preventing them outright.
A proper buff for MB would be to make it so that the effect stays when a chase is started while under its effect. That way a survivor can't just throw a pallet, teabag a few times, then do an usain bolt impersonation the second the killer is animation locked kicking the pallet.
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@Iron said:
https://forum.deadbydaylight.com/en/discussion/comment/1651624#Comment_1651624
I understand that there is a lot to do, but realistically looking at it, is 10 hrs on average per character really that much to just get them some decent perks? I've put my time into killers more than survivors with all but 6 of them being P3 all perks (the remaining ones are still P3 50 minus blight), but I still have 6 survivors all perked and most every other one is prestiged at least once. I'm just saying that it's not as bad as people say it is.
I would still like maybe one more set of perks per bloodweb and to increase the shrine amount of perks to 6 or 8, but I don't think much beyond that is really needed.
I'm still grinding like 90% if people, but I guess I'm just seeing it differently since I started nearly 4 years ago now and saw how bad that all was.
The more perks you have teachable, the worse your chances of getting a perk you actually want. The more you unlock, the WORSE the grind gets, since you have a higher chance of having to sift through stuff like 3 tiers of mindbreaker or hangman's or no mither or other worthless crap before you can actually get to decent perks.
Its nowhere near as bad for survivors, since you can just pool one survivor with all perks as they go and you'll always have what you want to choose from over time. But for killers since they play so differently, you need to do that for every single killer you want to play, and even the ones you don't because daily rituals and rift challenges don't care who you actually have stuff unlocked for.
The longeer you've been in the grind, the more gradual of a process its been. Playing catchup is a considerably worse experience because of how much effort is required to even become viable enough to do well enough to get the points to grind consistently.
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@BlackMercury said:
I love his crotch camera. I imagine it's meant to make him feel much more hunched over and accentuate the hunchback from his perspective, which is very much what it does for me. I know it's silly, it doesn't match his actual model's stance, it makes corn and swamp grass a total pain. And yet I love it so much, feeling so small and yet so fast just makes him feel so frantic and crazed to play, I really enjoy it.
having the camera be low is a hinderence, since it makes tracking visually more difficult, and makes him more susceptible to LoS blocking in many cases vs a taller killer. The kicker though is that he is visually represented as being much taller than his PoV, which means that he doesn't even get the benefit of being harder for survivors to see at loops. He literally gets the worst of both halves of the height dynamic.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1645559#Comment_1645559
https://forum.deadbydaylight.com/en/discussion/comment/1645611#Comment_1645611
No, you are picking sides. How does the survivor control who the killer chases? If the killer is hooking survivors so fast then anti-momentum is a good thing to give the survivors hope, as in I understand that is what the entity feeds on. You are so concerned in playing the game on a tournament level that you are forgetting what the game is all about. I've witnessed the bloodbaths with my eyes and survivors shouldn't need thousands of hours with discord to compete against what killers can bring into the match.
Going down in a dead zone with no pallets because of being tunneled is not playing poorly.
lets look at this line for a second:
"If the killer is hooking survivors so fast then anti-momentum is a good thing to give the survivors hope"
sure, I think you'll find that killers are all for games lasting longer. while we're at it, can we make gens take longer if they get done too quickly?
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1644768#Comment_1644768
It's not guaranteed because people miss it. I didn't ignore but chose not to waste my time debating about DS, a point I made clear. So while you're calling me a hypocrite, next time read what someone said. I just find it funny and made that point. You can compare and debate with a willing participate but don't confuse my disinterest in wasting time with this topic as a sign of lacking merit. Your arguments don't move me, as I already stated. You make a lot of generalized statements, both over and under inclusive about Survivors as if they are a monolith. You've convinced yourself of "god mode" so I know where you stand, not wasting my time.
I mean, you're putting more effort into complaining that you don't want to address DS, when thats been a pretty big part of the topic overall: the misguided nature of the dev logic in regards to PGTW, when it applies as much (if not moreso) to DS. Stop projecting that i'm "not listening" when you're making entire posts about how you don't want to listen to anything you disagree with. Thats not how ideas are exchanged.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1644662#Comment_1644662
After seeing the devs's response, I'm glad that i opened this discussion lol...
I never expect devs to dig their own grave by saying that, and expecting people not to feel the same about DS, which is even more suitable for that statement.
TBH all they need to do is make it so that DS's timer expires if a survivor gets on a gen or totem, or gets in a locker. Even with that, I would be much more fine with the timer staying at 60 seconds.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1644745#Comment_1644745
I'm not going to engage a debate about DS, because every topic veers into that and every talking point has been discussed. So far haven't seen anything new introduced to convince me otherwise. DS is a perk that depends on The Killer. The only way DS is forced is if you engage a Survivor within the well established window. The description and activation conditions are well known, so if you pick-up a Survivor that was hooked within the last 60s you may get struck with DS. People can miss DS, it's not a guaranteed redemption even when you grab someone within 60s. On topic, PGTW at 45s seems fine to me. I run it sometimes and usually know exactly where I am going and make it within seconds.
so you say things like ds is "not a guaranteed redemption" and then ignore "If you don't get any type of aura proc telling you what gen is being worked on when you hook someone, it will take time for you to find, let alone reach, a gen to kick."
the hypocrisy is palpable. especially since one needs a simple button press, and the other needs an entire perk out of a 4 perk loadout.
The DS comparison is absolutely valid, especially since a lot of the argument for the PGTW change is about how killers can chain the perk across different gens (remember, you can't use it twice on the same gen unless a survivor taps it to prevent regression, which oh by the way takes no time or locked animation to do) which actually encourages them to leave the hook and patrol asap and go to other parts of the map.
Survivors want the killer to be forced to use pop before starting any chases, giving them an even larger head start. Killers want the DS timer nerfed so survivors can't enjoy 60 seconds of god mode. The whole "time to do other things" argument is laughable when survivors can latch onto gens and hide in lockers while enjoying their immunity.
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@Nicholas said:
I love how people are complaining about a perk that only works one time with a strict time limit and you have to pass a difficult skill check. So there is no guarantee you're going to get utility out of it necessarily. Not to mention the fact that most Killers go out of their way to circumvent the perk entirely. Pop is still a very compelling perk. Make a decision, 45 seconds is still very generous. The perk isn't necessarily intended for you to get use out of it every single time you get a hook. You have to make decisions.
1) the skill check for DS is easy as hell.
2) "one time perk" that can be used by 4 different survivors, with a stun that is unaffected by enduring.
3) the momentum shift that can be caused by DS is MASSIVE compared to pop, outside of a 3 gen scenario. Pop is strong, but mostly in addressing a core issue (that normal kick regression rate is pathetic.)
4) DS can be "forced" on killers, by putting them in situations where the survivor cannot be attacked and slugged, but only grabbed (namely lockers.) Its synergy with Unbreakable also makes it so that the survivor can pick themselves up if the DS is respected, without the killer even knowing if unbreakable was used or if another survivor healed the last few % for the pickup.
Pop's timer issue comes from chase times. If you don't have high mobility and/or an instadown, as well as proper aura reading, those 15 seconds can make a huge difference. If you don't get any type of aura proc telling you what gen is being worked on when you hook someone, it will take time for you to find, let alone reach, a gen to kick. Remember, you can't see how far along a gen is by its aura, and using pop on a gen with 5% progress is not as desired as one with 75% progress.
Killers don't run bbq every single build. a lot of them don't even have room for it, tbh.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1634261#Comment_1634261
You literally cannot do it in less than 10, I tried it with nemesis and it won’t work
10/10 design
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unfortunately I will always be a survivor main until there are actual decent colorblind options in the game, and/or sounds work correctly.
that said, these daily rituals reeeeeeeeeeeeeeeaaalllllly want me to play killer anyway, so I usually end up floundering through a match or two a day.
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Its kinda ironic how sacrificing an entire perk slot to have a chance of your ruin lasting long enough to actually get any use whatsoever, needing to apply pressure to have any chance of said ruin doing anything, and tinkerer actually helping killers play off of said pressure is braindead/stale/op/etc.
Its almost like you're sacrificing two perks to make one perk worthwhile, and those two perks can be entirely disabled, or do literally nothing if survivors can't be forced to release their m1 button.
The real argument here is that survivor's can't adapt to a killer being able to bide their TR and red stain, and they refuse to do bones. The aura reading of undying doesn't do anything unless the killer looks in the direction in the first place, and is near enough to get to you before it goes off. if an obsession is in a chase, or if you have any form of information perk that gives you an idea of where the killer is (Empathy, Kindred, hell even Alert can be useful at this) you can easily time when to do bones. Its a shame the smol pp build doesn't have room for aura reading perks, might have to actually drop a crutch to help.
Oh, by the way, run spine chill. If there's no TR and it goes off, you now have a warning the killer has tinkerer and is coming.
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I think the reason a lot of people will never see eye to eye on this issue (besides the occasional blatant bias) is because they don't experience the same degree of "how things can go." People who play at 3am and only get sauna levels of sweat in their games are going to have different opinions than people who get drunk with friends and play swf while goofing off, or the killers that play against said groups. Its very easy to say "I don't have that issue" or "I usually don't see things get that bad" and ignore the experience of others when contradicted.
If every game was played unoptimally with zero cooperation, then the 4's indivdual strength would need to be closer to the 1's to maintain balance. at that point, it would be more akin to 4 separate 1v1's. But thats not how this game is, nor is it how it is supposed to be. The reason why the 2k "gold standard of balance" is what the devs seem to strive for is because the killer is supposed to be stronger than the survivors, BUT time is their biggest enemy. You are not supposed to be able to escape every chase, BUT extending a chase that you lose is far more beneficial for survivors than winning the chase before the killer immediately regains pressure elsewhere. If someone is injured and working on a gen, and your chase leads near enough that the killer notices and downs them... you won the chase, but the net gain was for the killer, not you.
This is why people mostly side with the killer perspective in the 1v4 argument. for every moment the killer is in a 1v1, there are 3 other players who are largely uncontested. its why the "just pressure gens bro" meme is still alive and well, and why killers are willing to sacrifice 2+ perk slots just to have a possibility of slowing down the game. each individual 1 in the equation gets significantly more powerful when they play to their greatest strength: utilizing their time when the killer cannot afford to directly engage them.
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oh thats just a new feature. they meant to add a colorblind mode, but instead added a colorblind simulator mode. simple mistake.