Ryuhi
Ryuhi
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1160963#Comment_1160963
That's the big advantage he has over Huntress. With the disadvantage being that he has to pull survivors to him in order to down them. With Huntress, you know when you need to try and predict when and where the throws her hatchet. Against the Deathslinger, you have to constantly predict it whenever you are in his line of sight. He is definitely very strong in chases, but he does have counterplay. He needs to this good in chases though because of his abysmal map pressure. I have gone against survivors that were very good at predicting my shots.
And to be fair, seeing as how he has a high skill cap, I think it's fair that his counterplay is also pretty challenging.
Just look back bro.
"did he just fire and miss? yes? is he moving slower? he's reloading"
I know its hard to tell when a 110% is moving slower, but i mean, come on. just turn your third person camera that gives infinitely more visibility than a first person perspective.
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IIRC it has to do with stumbling on landing. If its high enough to get the max stumbling penalty, its enough. Could also be bugged because well wouldn't be the first time. I'd just use a haddonfield offering and drop off a roof in a chase to be sure.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1160863#Comment_1160863
I thought the same until I played him. I am a crappy huntress, but in just a few games with deathslinger, I'm getting at least a 2k.
He doesn't have to be stupid strong, so long ad he's fun.
thats because hes new, and there are still people who don't know his weaknesses.
Seriously, just throw pallets early vs him, and suddenly he's even worse than clown. if there's a short loop and you had a bad angle, he MIGHT be able to reach you. otherwise? you get 4+ free seconds to break free and make distance, then a negligible deep wounds that doesnt even go down while he's nearby.
I should clarify, i REEEEEAAAALLLLLLLYYYY want to like him, but his weaknesses are so blatant its painful. it reminds me of when the plague was good in PTB and then horrendously bad at launch, then only more recently became playable after months of changes to the overall game.
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he's legit a worse huntress. run your loops as best you can until you get hit, then throw the pallet early and 90% of the time he won't even be able to get a hit before you break free and gain a mile on him. he's like legion, great at wounding but awful at downing when people play directly counter to his power. the amount of time he loses in each chase is often a death knell for him in a good match, especially vs survivors who can prioritize their objective.
did you hear a gunshot? and no terror radius? rush a gen. if that person followed the advice i just gave, there is almost zero chance you won't finish it before they get downed, they have at least 25-50% of a gen's worth of literal free time the gunslinger can't be downing someone.
Its a bad sign when STBFL is not only considered his best perk, but practically mandatory for him in addition to addons. even at best, he would need multiple hits (on non obsession, otherwise they go bye bye) to even get the chance to combo people effectively.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1160915#Comment_1160915
That change would be fantastic. Not sure if it should happen for killers, cause some might try and farm blood points by just kicking pallets and gens over and over, but definitely for survivors, since they often can't choose what role to fulfill and to get Bloodpoints in every category. The best example here would be survivors that are being tunneled and run the killer around for all 5 gens. They did incredibly well yet don't get more than 8000 Bllodpoints.
survivors also don't need anywhere near as many bloodpoints though. Thatg dichotomy is part of the problem, imo. If killers only needed to get teachables on each killer and that was it, i would agree. But their playstyles are so different and their loadouts so necessary, they need a lot more points per killer by a landslide.
t. a survivor main who has only spent BP on killers for near a year trying to get them all viable while only putting points into a single survivor past level 40.
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i agree but not for the same reasoning. survivor addons are 100000% free unnecessary bonuses, its been long overdue that we lose them considering killer addons have always been taken after every match (including disconnects and troll games.) the benefits from them are substantially less, yet are still somehow more abusable with coordinated teams. It leads to a weird situation where they're weaker than killer addons, but more exploitable by groups causing the game to suffer for everyone but said groups since they were only lost in a kill (where nobody picked them up off the corpse, mind.)
at this point, BBQ is so bad its only really for the points on almost any killer (save maybe huntress, billy, and nurse can use it properly) and WGLF is legit sacrificing a perk slot to play poorly in an attempt to get more points. Their design philosophy is terrible for their intended roles, and they are actively sacrificing ones potential to have a shot at getting up to double the reward for the match. This doesnt work in a game where a solo survivor is trying to get a near impossible 32k score per match, or one where a killer is sacrificing 1/4th of their entire loadout to not be starved for needed points in the long run.
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tbh both the 1 mil limit and the 8k per category are outdated, especially considering how much content there is, and how necessary killer addons are.
If you only play survivor, it doesnt matter. If you only play one or two killers, it doesnt matter. If you try to spread around what you play while also not playing the game 24/7? its a nightmare. The "2 perks per bloodweb after 40" was a huge help, but i feel like at this point something else is needed to help people who dont play the game for a living.
Every rank reset i try to play different killers while im not in red ranks on an underequipped killer, but then i quickly run out of addons and have to go back to the same ones. or just play survivor nonstop since it doesnt matter at that point.
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yeah, he's so great, that he's a worse version of an existing killer thats free!
for real though, he really needs some help to set him apart. even his version of iridescent heads is stupid situational.
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every killer ability and half the killer perks/addons need negatives, so perks like DS and adrenaline need one too~
I more feel negatives should be removed rather than spread, but i mean, it needs to be more even. especially considering its an asymmetrical game where the 1 has more penalties than the 4...
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I'm colorblind so im pretty much forced to be a survivor main
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The survivor emblem system is mostly fine as it is, but BP scoring in survival has always been an issue. There are more and more killer specific events that help it, and there have been a few added to help with any match (pretty sure theres one for wiggling on a killers shoulder now) but its still very much a 0-1k or 5-6k category. You either get a lot or a little, but its near impossible to fill.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1125065#Comment_1125065
It's meant to end the game when the game should be over. If there's still someone to be rescued, it's not over yet. Again, the point is not to give you more kills by forcing people to leave instead of going for save, it's meant to stop people from hanging around and making the game drag on way longer than it needs to.
They can still do that by just not opening the gate, though. If the Killer opens it, they have completely forfeit the game. If the survivors have no urgency to open it entirely, then the end game hasn't even started until they do (at which point the will have the full EGC timer left)
I've had matches where I 99%ed one gate, waited for other survivors, nobody came, someone got hooked, and then there was an 8 minute cat and mouse game where everyone was working to get everyone else out, slowly hook trading and saboing their way across the map to whichever gate they could. I just 99%ed the other gate and waited. I could have just left and forced the ECG as a mercy for the killer, but since the killer had no time to go anywhere near the doors, it was entirely up to our side whether to even allow the EGC to start.
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Thats very much what I would expect it to be, the "removal of the stalemate" rather than some kind of free kill mechanic. The issue is that it in itself is still survivor sided with how exploitable it is, so in the end the only things it actually accomplishes is putting a time limit on how long we can teabag in the exit gate before we have to leave, and slowly secures an already assured kill vs a last survivor if the hatch is closed and the killer can see both gates. When properly circumvented, it accomplishes literally nothing else.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1124995#Comment_1124995
For the gates specifically? Nothing really needs to change. As far as I'm concerned as killer, that gate is open. If I really want the collapse to start so it ticks down, I could open it myself. Overall, though, the goal is to bring the two as close together as possible so you can balance around a single skill level. This way you're not leaving solo players behind in the process.
The main problem is that 99%ing gates makes the EGC a mostly non-issue. You could easily wait for the killer to arrive, open the gate at the last second, take a hit if needed, and If you have dead hard (and it actually wants to work because lmao dedicated servers) you would have even MORE time to just waltz out of the exit. Pair this with the inconsistency of space between exits and it can be just as bad as it used to be where the killer essentially has to camp any hooks to not get BT/Adrenaline/DS rushed out of any last minute kills... all while the timer hasn't even started so survivors have forever to heal up and get ready. Not to mention poor Ms. Piggy still can't even use her traps in the endgame.
The "killer opening the door themselves" part of the mechanic is only really viable for killers with reliable instadowns, and if the exits are close together. In any other situation it happens, its literally just the killer admitting defeat. I've seen some people say that the EGC should be a tiny bit longer, but activate as soon as the last gen is powered, and I kinda agree. Its already a pretty decently long timer as it is (especially with the slowdown for hooks and downs) so it would make the mechanic feel less like its specifically for when the trapdoor gets closed and the last survivor is basically a dead man walking.
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only way i can get a consistent framerate
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Anyone with a mechanical keyboard should be voting the same tbh
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"genrush" is not toxic. 4 toolboxes + BNP + Prove thyself "genrush" IS toxic. simply put the safeguards against exploitation when it comes to genspeeds are very bad in the game, and knowingly exploiting them is a pretty crap move. The issue is in the game design more than the player conduct, unless the player conduct is to directly exploit said bad design.
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@Plaquer said:
https://forum.deadbydaylight.com/en/discussion/comment/978916#Comment_978916
unhooked survivors who don't heal
....If they are injured and not healing, even your M1 is an instadown, who cares about dead hard giving them 1 extra loop, they have an entire health state less to deal with which takes far more time. It is substantially easier with someone like billy or leatherface to tag someone with an M1 while vaulting or pallet trading than it is to catch them in a bad area instantly with a chainsaw.
Like, you just have to understand how to play an M1 killer properly and then apply it.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/975421#Comment_975421
So a killer can’t defend their totem? Perks such as thrill of the hunt don’t exist?
You talk about high rank players, but you didn’t say anything about what a high rank killer would do.
So your answer to "hex totems can be disabled far too quickly, especially given that most killers have poor map pressure in their kit" to be "Just use up another perk slot bro, what, do you actually NEED 3 perks? Why not just git gud?"
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@megann_xx said:
https://forum.deadbydaylight.com/en/discussion/comment/978745#Comment_978745
em you're right but who is james? never played against him before, new killer?
He's Aiden's boyfriend :)
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/980477#Comment_980477
It's not stated, but I played 10 hours of spirit with stridor in the PTB. I could hear footsteps, the sounds were the correct loudness and I could hear people on the ground. Not once did I run into a sound bug. I know that you guys looked through the notes and didn't see it specifically mentioned, but maybe you should have actually checked.
The fact that it doesn't even get mentioned, while being a reoccuring bug across multiple patches and taking months to be resolved each time, is a pretty big red flag.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/978931#Comment_978931
If they would care about new players, they would actually fix the issues these people have.
nah, the new players just play survivor because its more appealing and easy. thus, they are being catered to by removing things that are "unfun" for low rank survivors.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/972909#Comment_972909
You know how they earn more money? By new players who stay in the game while keeping dedicated fans happy. Take a look at steam reviews and metacritic, just filter for bad reviews and check why people actually drop the game. It has nothing to do with skillchecks but with bugs not being adressed in a timely manner, dlc/paywall, camping/tunneling killers and poor optimization.
BHVR doesnt care about new players.
sure they do. A new player has more DLC to buy to catch up than an existing player who just needs to buy 1 or 2 new ones specifically because they're licensed. The numbers growth game is very much on new players, especially with more currently popular licenses popping up. Its not necessarily a nefarious thing, but it is a fact that CAN be paired with some controversial decisions.
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Out of touch is very much the right wording. I see a lot of people very quick to judge that they don't care, they're greedy/lazy/whatever your poison, but the long and short of it is that there is a clear disconnect with the experience of MANY players vs their interpretations of what the playerbase wants to change in the game. Its a damn shame, because they clearly DO care a lot about these things, and I feel bad with how members of the dev and mod teams get sauteed every time they post their personal opinions in a thread. But it really is a case of many people having different experiences as them within their own product, and the two sides not being able to see eye to eye.
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play an instadown killer and the perk literally doesn't exist tho.
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@DWolfAlpha said:
The point would be that you chose where to put. Keep it close to gens to guard the last few if you want. Pick a place that is hard to see. Whatever. I've had trouble finding some totems with small game telling me where to look before. If they're off in the distance looking for a Totem, they aren't doing gens. That's kinda the point, isn't it?
but would that mean its inactive until placed? because then its not doing anything until you waste time setting it up and possibly pointing a giant glowing arrow at where it is. I agree that the current totem system is awful, but I don't see that improving things much unless you're an instadown killer who can use it to set up very specific bait scenarios.
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nah they've discovered working sound attenuation is unfun for certain players so its not a priority and a happy accident bruh :)
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part of the reason why so many bad killers cling to noed is because they feel like the game ends way too fast, so they need it to try to catch up and secure at least 1-2 kills (remember kids, 50% is the target! any more is overperforming ^_^ )
so in the end, they have a chance at getting their balance-affirming 2k, and the survivors get a joke easy game where they can't teabag at the gates for an hour, only half an hour :)
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@Elegant said:
No. If you watch people who are actually really good at the game play killer they get 3 or 4k games consistently. It's rare for a killer of that skill to get less than two kills unless they misplay/are going against really great survivors which doesn't happen too often. Sure, some killers are better than others. But you can do well with just about any killer at any rank if you learn the game enough
"people who are actually really good at the game" = people who literally play it for a living every single day. If you're going to balance one side off of the top 5% of its skillbase, you need to counteractively balance the opposite side off the same. Most of those players tend to play both sides, and a lot of them have been VERY vocal about changes like these to the game. Hell, a lot of them have been through much worse times with similar "good intentions" over the years.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/978767#Comment_978767
Yeah, but my point is that if the killer ever checks on their totems, it gives away its position. But again, this would allow you to use a hex as a mind game. Make them think there's no ruin, or whatever. Then, suddenly, there is.
what would that matter if the hex is nowhere near the remaining gens? if anything, it legit means that survivors can take their time looking for it to clense it. The only person on a timer is the killer, unless its the EGC.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/978753#Comment_978753
Yeah at least half of them have had Noed, it seems to be the thing.
We had a few that camped and tunneled and were toxic in chat as well, just in general been a fairly unfun experience usually with them.
Noed is "a crutch perk", but it still has more late game presence than neo-ruin (which is when its intended to work :) )
Goddamn, i never thought I'd defend using noed.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/978739#Comment_978739
I mean, trapper gives it away by trapping the totem anyway. In fact, this way, ruin would have a better chance of lasting. Pop it up after 2 or three gens are done, away from the remaining gens. It would be OP though if they still gained tokens when not placed, so that would be a bad idea.
Trapper trapping ruin is his way of being able to patrol it while keeping to a section of the map. The caveat of it is that it tells survivors that "whatever 1-2 gens are furthest from this spot, are absolutely free" Which is part of why only gigabrain 9000IQ trappers even do well in high ranks in general. You have everything going against you, so you have to make your own weaknesses into mindgames to exploit. Its a really weird thing to compare when regarding face value observations, like how if someone sees legion bouncing from target to target, they start mending the second they get tagged since they assume he wont come back for them.
Oh, also, if gens have been popped he would want to have it NEAR the remaining gens, not away from them. Placing it away from remaining gens is forcing himself to have to patrol more map, and become more likely to not reach things in time to defend them.
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@RIP_Legion said:
Well you see, True said Ghostface is good so now everyone must run him. ######### it I'd rather play against Ghosty boy than fixed spirit/freddy. Just run spinechill you already know you'll be fighting nothing but ghosty boy
The thing that scares me is that Wraith will probably somehow, in some universe, be worthy of nerfs for the same reason.
I've always loved bing bong boi, but he's never been strong. True finally found a rather strong way to play him, but he is still not a strong killer. I can almost guarantee his popularity from True's streams will cause him to "overperform."
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he's somewhat viable while being fun to play. thats becoming such a rarity these days, especially since the previous offenders like spirit have been getting nerfed. Expect James to get nerfed soon too because survivors "aren't having fun against him."
Never forget, not even legion was safe, and they werent even that good to begin with.
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@DWolfAlpha said:
Better idea. They get to assign the hex totems. All totems begin play as dull totems. Killer sees them as white aura (if they have a hex perk). Interact button to assign a hex to it. Haunted ground still random for second totem.
Bad idea. Any killer without a stealth ability to hide their TR would essentially have a high chance of downright showing survivors where they are placing their totem. Only killers that would work on would be pig, ghostface, and maybe wraith (if he can do it while cloaked.)
It WOULD be a good idea if not for that, unfortunately.
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just remember guys, its a late game perk because late game starts as soon as you land your first down 🤔
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balacing to acknowledge low level play isnt inherently a bad thing.
Doing so despite its impact on high level play, and not addressing any of the underlying issues that CAUSE it to be a concern at high level play, is.
If there was a way to make rank 1-20 happy on both sides, i would strongly encourage it. But ignoring a paradigm shift that exists across the player base in favor of the freshest recruits who might not even be retained, well... thats how you kill a game.
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@ba_tetsuo said:
https://forum.deadbydaylight.com/en/discussion/comment/978458#Comment_978458
Don't you know? Survivor perks don't have to have a counter.
BHVR's entire balance philosophy is "killers rely on survivor mistakes", then give survivors a million non-counterable perks that fix their mistakes.
lets make meta survivor perks into hex perks that can be disabled! what could go wrong?
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you don't even need to explain any of that.
A survivor who commits suicide on their first hook to avoid a DC penalty, counts as a kill.
kill % stats are immediately worthless.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/978573#Comment_978573
Yea they can tricky to see. Lol
its literally unplayable without bloodhound. Even then, you can only really see the blood if theyre injured and guess off of that.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/118676/are-killers-really-underpowered
There not weak at all :) players that say otherwise don't want to accept it. Plan and simple.
They can be strong or weak it all depends on who is playing as that killer.
or if they're colorblind and get 2 claudettes and 2 jakes in dark green clothing on Yamaoka estate.
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@Zombra808 said:
https://forum.deadbydaylight.com/en/discussion/comment/978532#Comment_978532
How is a 50% kill rate stupid. 50% of matches should not be 3ks or 4ks imo. Killers would still complain about the 1k or 2k matches and say that 3k and 4k matches should be the norm. 50% kill rate is the closest thing people can agree upon to be balanced, without making a 3k or 4k the norm.
If 50% is the target, you need a 4k to compliment every 0k. a 3k to compliment every 1k. And most realistically, a tunnel/facecamp 1 at a time 2k because thats esactly what the timers would cater toward under such circumstances.
If someone legit wanted only a 2k, it would not be hard to achieve in almost every game. The majority of 0-1ks tend to happen from killers who refuse to be that petty, and get punished for it. Thats a big part of why the 2k goal is really bad balancing: it legit encourages the type of play that nobody wants, not even the killer players.
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I mean, it worked for Hooks to make sabo abuse stop being a thing. Even if a survivor keeps returning to it and clensing it every time it comes up, the amount of not-working-on-a-gen time that would provide would be much better than just yeeting the perk slot into the sun.
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I havent bothered playing killer for months, so I don't know how much I'd help :/
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@Zombra808 said:
https://forum.deadbydaylight.com/en/discussion/comment/978455#Comment_978455
I agree with the skill ceiling and floor situation, along with the 1v1 and 1v4 aspect, but straight buffing the killers is not the way to go, nor is straight nerfing survivors, which is what this whole post is what I was trying to get at. There are fundamentals of the game which need to change to help both sides, for example the maps. We need to change the ways both sides play, to where each side feel like they each have an equal chance at winning.
Most unbiased people agree with that. I know it sounds like I'm asking for killer buffs, but I'm not. TBH the only thing I want for killers are accessibility options and QoL improvements to help with their flaws.
I always hear how "non-colorblind people would abuse colorblind settings," but how many survivors play on low settings so they can see red glows through walls?
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/975410#Comment_975410
By that logic though where the counter to spine chill? If the killer looks in my general direction from a mile away I know it..so...kind of double standard
Spine Chill always amuses me about that, because there is legit another perk that does the same thing but has more limitations to it. The only reason people use spine chill is an unintended purpose: its supposed to be giving them a bonus WHILE they're being looked at, but instead people use it as a detection perk that doesn't come with a long cooldown like Premonition. Literally just missing the audio queue in exchange for not having any cooldown. absolutely as intended.
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here's a really simple explination: Survivors have a worse skill floor, but a much higher skill ceiling. Killers have a higher skill floor, a lower skill ceiling, and yet they still have more work they need to do to reach that ceiling.
What that means: To be good at survivor, you simply need to acknowledge your place in the game. You are one of four, and the better you do, the more you can prevent the opponent from succeeding. Sounds simple, right? It is. You work on gens, you waste the killers time if you get caught, you survive or you die. Its simple, and its very easy to say "i did/didn't do well" or even "that match didn't give me much room to work with."
When you play as killer, you need to know where 4 survivors are at all times, the progress of gens so that you can (attempt to) pressure them, how many hooks each survivor has gotten, if that person you just downed has been taken off a hook in the last 60 seconds, what exhaustion perk they've used so you can try to react to it properly, keep track of the nuances of your power, etc. Its just a lot more stressful, and the maximum payout relies heavily on the mistakes of your opponent more than your attentiveness to all those variables.
This is why people feel they are underpowered. If your goal as survivor is doing your best to help your fellow survivors and hurt your opponents progress, it is absurdly less stressful than all of that. You just work on gens and do your best to not get bodied when you get seen. If you do? you get 2+ more chances anyway. Time is on your side in almost all cases, and when its not, the hatch is.
The problem with balance from a lot of survivors standpoints is that anything less than a survival is a loss. This is what causes many of them to abhor the concept of proper balance, because they see it as 1v1 and not 1v4. This is also why many survivors feel killers aren't underpowered, because they think they're op in a 1v1 (which theyre supposed to be) while not acknowledging that they're crippled by a 1v4 scenario (the literal foundation of the game.)
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@LetsPlayTogether said:
Its so embarassing to see that players who tend to one side are always crying about anything thats getting changed on their side, without any chance of overall gameplay understanding in their minds, ignoring any arguments. Just look at the game from both perspectives to gain a fundamental understanding of how this game works instead of being obsessed with one part of the game.
I will forever be a survivor main, but mostly because the game is unplayable as killer for me (Colorblind and with hearing problems.) I feel bad for killers because I know how to take advantage of strengths on survivor, especially since there is no way to practice outside of matches in this game. Just remember, killers need to get constantly obliterated by the time they will be decent at the game, without any teammates or help along the way. That said, I agree that people who only play one side unreasonably favoring their side is awful for balancing.
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A lot of people who actually care about proper balance don't think that BHVR don't care. They obviously care a lot. They put a lot of effort and love into the game. That said, they very obviously need some outside input when it comes to a lot of balance changes they make. A lot of fog whisperers are very vocal about their willingness to work as de facto free playtesters as both killer and survivor, which is invaluable for any pvp game (especially an asymmetrical one) and have been putting in pretty ridiculous amounts of theorycrafting and practical testing for pretty much every change that gets made. The real frustration is with the unwilingness of the team to work with this data.
A lot of people's complaints are just that: complaints. But there is a very large amount of legitimate concerns that get drowned out by said complaints. THAT is the main thing many people have concerns with. Just taking advantage of the free labor many people are providing to offer them to help improve things alongside the devs.
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@Almo said:
Yes, we do ask the question about what's fun for Killers. Hence the changes to insta-heals, Decisive Strike, and some others. :)
a handful of absolutely brokoen things being made into relatively balanced doesn't really account for the massive slew of exploitable things that are well documented to ruin the game for killers. Like, why does sound attenuation break so often and remain broken for multiple patches? There have been periods of time where they work right, but they always seem to be an incredibly low priority. Pair this with stuff like the lack of Colorblind options, the sanctioned approval of gamebreaking comms, mathematically demonstrable map size issues, and a few god tier perks and items getting nerfed kinda feels like small potatos. Especially when paired with viable killers getting kneecapped, bad killers getting nerfed as well, addons getting destroyed, addons being necessary in the first place, and so on.
I just feel like there needs to be a lot more angles of approach for anything having to do with balance and this game. I can appreciate it from a development standpoint, I don't notice a LOT of things that seem obvious without outside feedback.... But thats why its that much more important to gather what insight can be gained from it.