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Ryuhi

Ryuhi

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Ryuhi
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  • @NuclearBurrito said:

    @thesuicidefox said:

    @NuclearBurrito said:
    And this isn't really a team game. Each survivor has a slightly different wincon

    No but you would be wise to keep others alive because the more survivors there are the greater your individual chances to escape. It's in your better interest to do it to meet your other objectives.

    @NuclearBurrito said:
    Hell you can even get iridescent lightbringer without completing a single generator

    LOL who is even saying this?

    Indeed it IS wise to keep others alive. That is why the game counts it as skillful and wants people who do that to rank up. That does NOT mean it is part of the wincondition anymore than cleansing totems are. Speaking of which to your other point:

    I am. I did the math and if you cleanse 4 hex totems and do 87.5% of a generator then you get iridescent lightbringer. Since it is possible for that to be all of the progress made in the entire course of the game this means you can get lightbringer without completing any generators.

    You can even get gold without anyone even TOUCHING a generator

    Why would you even base a scenario off of a killer having 4 hex perks, and a single player clensing all of them? Thats kinda on the far end of hypothetical, especially when pairing it with nobody else doing a single gen or even 12.5% of the one you also did.

  • @twistedmonkey said:
    It says "sacrificing survivors" for the killer, so does that mean 1 or 2 is considered a win? you achieved your goal afterall as it doesnt exactly say how many you need ;).

    Gen rushing is also the biggest win for survivors.

    I think the tutorial does need updated and be changed to the basics of the game as a win is subjective to each individual, for me its about a fun match and making lots of bloodpoints.

    Personally escaping, killing, pips dont matter as I want those juicy bloodpoints to lvl up my chars

    When it comes to The Grind(tm) I consider any progress toward making my killer roster viable a victory for now lmao. Gimme a game where i die but 5 party streamers were used and I got 4 stacks of WGLF and I will give myself a "world's most glorious loser" medal.

  • @NuclearBurrito said:

    @thesuicidefox said:

    @NuclearBurrito said:
    Since you can pip without sacrificing. That means you can pip without achieving your only stated goal

    "Patrol the area and find Survivors."
    "Chase, injure, and catch Survivors before they escape."
    "Carry Survivors to a sacrificial hook and hang them there for The Entity to consume."

    None of these listed objectives state "sacrifice survivor" or use the word "kill", nor do they state you MUST do these things. If you do everything listed here WELL ENOUGH, you pip. If you also sacrificed/killed them, it still fits within these rules because if you find>chase>injure>catch>hook them 3 times that's just the end result.

    Actually none of those even ARE the objectives. Read the lines above it:

    "The main objective of a Killer is to sacrifice survivors to the entity. In order to achieve this objective, a Killer should do the following:"

    Kinda amusing you're sticking to that so much for killer, since the victory message for killer is 100% linked to your pip status, and not kill count. You can displease the entity with no survivors, and you can be a merciless killer while letting them escape. Really makes you think.

  • @NuclearBurrito said:

    @Ryuhi said:

    @NuclearBurrito said:

    @thesuicidefox said:
    Pips are the win. If you want to play to some imaginary standard, don't complain about the game not fitting YOUR model. You should adapt to the game, the game should not change just for you.

    And no where in there does it explicitly say you MUST KILL or MUST ESCAPE to win. It gives you a list of objectives, do those objectives and you get points for a pip. If you kill/escape it CONTRIBUTES to a win but is not the exclusive criteria for a win.

    @Ryuhi said:
    Pipping also works a fair bit differently now than it did when that tutorial was created, btw.

    Also this. But even still, the tutorial is telling you how to pip not to 4k/escape.

    Point to where it says you need to heal other survivors in order to win as a survivor.

    And no I don't mean to Increase your odds of winning, I mean "if you don't do this it isn't a win"

    And it's also VERY clear that one way or another your end goal is too escape

    You can pip while completely ignoring a single category, if you do well in the others. You won't double pip, but even gen jockeys can middle between a black pip and a single pip consistently. Same with people who get constant safe unhooks and heals but never touch a gen. Double Pipping is an "overwhelming victory" and shows that you exceeded the norm in all 4 categories.

    You can get iridescent in both benevolence and and chaser while getting silver in unbroken without a single generator being done and thus 0 progress towards what is defined as a win in the tutorial

    Which is exactly why most people don't go off of your definition of a win. Your definition completely excludes both skill and performance in favor of a static milestone that can be exploited.

  • @NuclearBurrito said:

    @Ryuhi said:

    @NuclearBurrito said:

    @Ryuhi said:
    Well look at it this way: If you hide in a corner and do literally nothing the entire game, wait for 2 gens to get done while your 3 teammates get killed, and then you sneak into the hatch getting a whopping total of 5k survival points and no pip.... do you honestly think you won?

    Yes

    So selling out your entire team is a victory if you contribute nothing and purposely prevent them from being able to succeed. Thats almost teamkilling level and you consider it winning. You should probably just go play battle royale games or something.

    Not my fault the wincon says nothing about helping everyone ELSE escape

    Survival odds are based on cooperation. Not altruism to a fault, and not brutal selfishness. The overall best chances of survival are in cooperation. If there was no hatch mechanic, your idea of a win wouldnt even be possible. Its essentially exploiting a mechanic that was (awkwardly) put in place to prevent stalemates (while still creating them sometimes, amusingly enough.)

    If someone was skilled enough to loop a killer for 7+ minutes and his teammates could not get a single gen done in that time, I don't care about who survives, that survivor won that game. He becomes the noble sacrifice that his team did not deserve to be matched with.

  • @NuclearBurrito said:

    @Ryuhi said:
    Well look at it this way: If you hide in a corner and do literally nothing the entire game, wait for 2 gens to get done while your 3 teammates get killed, and then you sneak into the hatch getting a whopping total of 5k survival points and no pip.... do you honestly think you won?

    Yes

    So selling out your entire team is a victory if you contribute nothing and purposely prevent them from being able to succeed. Thats almost teamkilling level and you consider it winning. You should probably just go play battle royale games or something.

  • @NuclearBurrito said:

    @thesuicidefox said:
    Pips are the win. If you want to play to some imaginary standard, don't complain about the game not fitting YOUR model. You should adapt to the game, the game should not change just for you.

    And no where in there does it explicitly say you MUST KILL or MUST ESCAPE to win. It gives you a list of objectives, do those objectives and you get points for a pip. If you kill/escape it CONTRIBUTES to a win but is not the exclusive criteria for a win.

    @Ryuhi said:
    Pipping also works a fair bit differently now than it did when that tutorial was created, btw.

    Also this. But even still, the tutorial is telling you how to pip not to 4k/escape.

    Point to where it says you need to heal other survivors in order to win as a survivor.

    And no I don't mean to Increase your odds of winning, I mean "if you don't do this it isn't a win"

    And it's also VERY clear that one way or another your end goal is too escape

    You can pip while completely ignoring a single category, if you do well in the others. You won't double pip, but even gen jockeys can middle between a black pip and a single pip consistently. Same with people who get constant safe unhooks and heals but never touch a gen. Double Pipping is an "overwhelming victory" and shows that you exceeded the norm in all 4 categories.

  • Well look at it this way: If you hide in a corner and do literally nothing the entire game, wait for 2 gens to get done while your 3 teammates get killed, and then you sneak into the hatch getting a whopping total of 5k survival points and no pip.... do you honestly think you won?

    Winning is most often described as achieving what you set out to accomplish. Thats why it changes so much between individuals what it is actually defined as, we don't all have the same objectives every game. Hell, I call it a win if I accomplish my dailies half the time :D

  • Why does this bother you so much? Win conditions can be defined by any player individually in pretty much any game. Its what the concept of a "moral victory" is. The reason people think pipping is a means of victory or defeat is because it is directly related to how the ranking system works in the game. Pipping also works a fair bit differently now than it did when that tutorial was created, btw.

    For example, many people in competitive games will take any loss that they learned from as more of a victory than a blindly easy victory, since one hones their skill as a player a lot more than the other (the reward being improvement, not just a +1 next to their win count.)

  • Whenever I have to slug for a 4k, I'll usually give the person who got slugged the hatch if it takes a while to find the 4th person. Unless they're a DS user of course.

  • @e8Lattice said:

    @Ryuhi said:
    retaining items after a match is a reward for those that git gud. Be glad you even have it, since killers lose their addons regardless of match outcome.

    And lets just have a quick fact / logic check on that:

    Unless you have a White Ward, EVERYONE loses their item add-ons .

    Survivors bring an item into match (Tool Box / Med Kit etc) and have a slim chance of leaving with it.

    Killers bring an item into match (weapon) and leave with it every time by default regardless of their performance.

    ....what? Survivors don't lose addons to an item if they don't lose or use up the item. The only exception to that are addons that are intended to be used up, like insta heals or BNP.

    Also define "Slim Chance." If you have a slim chance of surviving, that kinda goes back to the Git Gud clause, especially since survival rates are exceptionally higher at higher ranks.

    The weapon comment is a strawman. Survivors enter the match with hands to throw pallets which killers can't do for some reason, so I guess that follows the same line of reasoning? Actually, that would be kinda hilarious if we had a killer who could throw pallets to stun survivors...

  • Thats kinda what the argument is, @SenzuDuck . A lot of addons are for making rather weak parts of a killer more viable, when in reality they should be either minor boosts, or game changers. Since they take a constant commitment of bloodpoints to be able to replenish, they cause a lot more grind when deemed "necessary" to cover a weakness in a killer. The change to Pig's combat straps is what most of us want for a lot more addons... basically make it hurt less when we can't afford to use them.

  • why? you'll just state it won't change your mind :chuffed:

    In all seriousness, most of the gameplay stats have been discussed on the dev streams, and some have been calculated by users here on the forums from that information. If you're so inclined, look it up yourself.

  • Clearly you don't apply them, if you think it has "ruined DBD."

  • @PubStar87 said:
    Ryuhi said:

    retaining items after a match is a reward for those that git gud. Be glad you even have it, since killers lose their addons regardless of match outcome.

    Killers also score way more per match on average

    Survivors also score way more per hour on average

  • @NuclearBurrito2 said:

    @thesuicidefox said:

    @NuclearBurrito2 said:
    And the fact that you can pip despite losing or depip despite winning is irrelevant, pips are to assist with match making, which cares more about contribution than outcome. (or in otherwords if you don't do very many gens, get hooked twice but escape anyways then you may have won but you haven't shown that you are ready for more skilled players, while if you do every gen and win most of your chases but then get hocked and facecamped right at the end then dispite your loss you showed that you are still worthy of higher ranks (with probably a better team to let you escape more))

    Right which is why if you do all that stuff to pip but still die the game considers it a "win" and you rank up, where if you don't do that stuff but escape you "lose" and therefore rank down.

    Pipping is the win condition because stuff like this can happen. If the game went purely by kills/escapes then you would get screwed out of "wins" specifically because of bad luck or because of bad teammates.

    ######### are you talking about. The game does not say you win just because you piped. Instead it shows that you are dead/sacrificed, that you lost your item ect ect ect too bad so sad try again next time

    As killer it literally does rely directly on your pip status for the match. Also for lore reasons, its 100% fitting for both sides: The Entity feeds on hope and crushing it, so the more the survivors struggle and fail, the more it has to devour. Basically according the Entity, a perfect game would involve all 5 players double pipping :chuffed:

  • I play to pip and get points. I wish such a huge chunk of survivor points werent locked behind surviving in a category thats near impossible to get points for in the first place, but thems the ropes. That said if more survivors putting pipping over escaping, there would be a lot more dynamic games and less hatch camping.

  • retaining items after a match is a reward for those that git gud. Be glad you even have it, since killers lose their addons regardless of match outcome.

  • Its designed to make killers NOT proximity camp. If you want to remove it, you're only asking for an increase in that. Also if you'd rather whine about it impotently at the community than apply any of the advice you've been given, maybe Civ is calling your name...

  • @The_Crusader said:
    The thing is, everybody knows that if a killer seems really bad, they're definitely going to have NOED.

    Likewise if you go against a killer that'd playing well, theres a chance they won't have it.

    The fact that this stays true to high rank proves that it's carrying some killers. Its there to make sure every killer can climb the ranks and feel good. You can use skill or the devs can hold your hand.

    Why bother putting in the effort to win the hard way when you can just throw on NOED, Remember Me and Bloodwarden and cheese the ending?

    Funny enough, the only time I ever use noed is when I get a daily on a killer I'm absolutely awful/underequipped on. It tends to come up in almost every single killer's bloodweb by level 20 for me, so there's rarely anything decent to fill the slots.

  • @PubStar87 said:
    Yet again, there has to be a better way

    Others have listed off the many counters to the perk already in this topic. If you don't want to use any of them, the problem is a lot more with your mindset than the perk itself. Many other more powerful perks have far less counters. Adapting strategy is a core aspect of the game.

  • @Nickenzie said:
    Vietfox said:


    @Nickenzie said:


    @MrsPiggyIsSoSneaky said:

    Also, that's another thing, for something to be fun, it needs to be balanced, you simply said just to have fun, nothing about balance.

    i.e when you brought up the swf being fun and the game ONLY being fun when playing with friends.

    SWF aren't always a commando unit. @Vietfox plays with his friends drunk just so he can chill out, ya know?

    Tbh i'm usually drunk when playing solo as well, and still NOED is not an issue to me. Those who claim that X perk is broken it's because they want ez wins instead of looking for a way to deal with it.
    Everyone knows i play more as a survivor than as a killer, and yet i think NOED is fine.

    @Vietfox
    I'm starting to think NOED is fine, but I really don't like how the perk destroys solo survivors while SWF can take it down in a breeze. This needs to be changed, make NOED equally as strong for both groups of survivors.

    The only way to do that would be to make it so the NOED totem doesnt even spawn until it activates. Instead of choosing a random one, it would basically have to just appear once the last gen is finished. That way it would be impossible for comms teams to clear them all in an organized fashion, and it would put them on (more) even footing with solo survivors. Of course even then, they would be able to organize searching in different sections of the map, so it would STILL favor them vs solo.

  • @The_Crusader said:
    The thing is though...if they made killers abilities "good" at base, then add ons would make it OP. So you need a weakish power at base and then scale it with add ons.

    It is a strange design choice but I can kinda see what they're doing.

    Well, the Pig's combat straps change buffed her when not using it and made it unchanged when she is, so I think people want more of that and less stuff like the Doctor's shock range being wayy too short unless he uses addons. The main issue is that a lot of killers feel naked without specific addons (often not even very rare tier,) and since its random chance how many bloodwebs you have to grind to keep stock of said addons....

  • @The_Crusader said:
    I've seen killers ask for gens to take 1 minute 20. That's an extra 40 seconds per gen. Not even Dying Light is that powerful.

    Then I've seen some ask for 7 gens. 7 gens!

    If you need 7 gens or an extra 40 seconds per gen then you need to look at your own ability. Stats show that most survivors are dying. This is fact. So the problem is with you, not the gameplay balance because other killers are doing it.

    The problem is absolutely with the gameplay balance, both for why killers can't kill fast enough and why survivors die more often. I feel like the death efficiency issue has been discussed in pretty great length on this board by now, and how it hurts both sides at different points in a game.

  • As much as I hate getting bopped by noed after a good game, its amazing how hard people refuse to adapt to it existing. Like, if people are doing 4 totems and not finding the fifth, then facing noed at the end.... why not avoid the totems entirely until you know where all 5 are? That way you can return to them once the gates are powered and see if any are now glowing? Since the killer is likely beelining to an exit gate, you tend to have a perfect opportunity to cleanse it before the killer gets much use out of it.

    popping all 5 totems before the endgame is the preferrable method, but remember it can only appear on a random dull totem. If you know where any (or even most) remaining totems are before it picks one, your chances of finding it in the postgame go up substantially.

  • @antgnstea said:
    Blueberry said:

    If they fixed the end game hatch situation, sure. Currently it's heavily abused already by people just DC'ing to give the hatch.

    Why it is so important to have 4k and not the last survivor getting the hatch? If you find the the guy before he finds the hatch good if not he leaves and you move on the next game. You even get 2 pip even if last one escapes through hatch. So why slug and take 3 people’s time? 
    P.s. I am genuinely curious no sarcasm or salt intended. 

    Survivor does not have a terror radius, nor a red stain. They also have a little perk called urban evasion which is great for sneaking around the map against any killer that isnt running (and good at utilizing) whispers. This will almost always cause a hatch standoff, which is boring for both parties and heavily favors the survivor.

    As it stands, there is very little urgency for the hatch, especially after the "lockers hide auras" change. If the survivor isnt running around the middle of the map leaving a giant trail of scratch marks everywhere, they have a very good chance of getting the hatch before the killer finds them (and can down them before they can damage boost to or collapse on top of it.)

    A lot of the reason hatch standoffs even happen is because of a combination os spite and pride. Both sides are guilty, but killers tend to be more salty about it because they are essentially set up to fail in that scenario, unless the survivors plays it very poorly.

  • I can't stand that scenario. It is the only time I will ever point to give away a player's position, and funny enough a few times that's happened and that extra few seconds was enough to finish the gen. If I ever see it when I'm killer, I'll usually slug the person on the gen, kill the other, then give the brave one trapdoor. :chuffed:

  • its kinda been bringing out the worst in the community one game at a time.

  • tell you what, make it so that SWFs can use OoE and we'll talk

  • the only thing I find weird about Prayer Beads is that the Wraith doesn't have a similarly powerful addon that removes his shimmer while cloaked. Especially with the amount of time it takes him to decloak before he can attack, he's much less likely to get a gen grab or anything, and he suffers from the same tell tale signs (grass moving, sound, etc)

  • @Rebel_Raven said:
    Corn  vision doesn't just impact killers. It screwed with my ability to see skill checks repairing a gen. It's like a half faded husk leaf phased into my skill check circle.

    I find burning barrels the worst for skillcheck visibility. Like, worse than ruin's color change.

  • sometimes I wonder if playing with my monitor off is easier on corn maps

  • @SIlentCetra said:

    @Ryuhi said:
    Is this another "We just want to have FUN" topics?

    Survivors can and should rush the crap out of killers who camp fruitlessly. Yours sacrifice is what lets other players live (which is also, arguably, a pretty strong horror theme staple)

    Some killers can patrol properly and still maintain map pressure. If they can't? The best way to punish them is by rushing the crap out of em so they wont do it in future games. If you're the one who drew the short straw, just wait you're ~2 minutes and then go join a new game,

    Ah HELL no. I am NOT a rage quitting jackass. I will never do that, no matter how irritated I am. And no, it's a topic asking why someone would hook camp, taking away fun on BOTH sides.

    The 2 minutes is referring to your time as a resident of the fine lodging establishment known as "The Hook."

    The majority of times people camp, its either because:

    A) the person who is hooked is too much of a threat
    B) the other survivors are playing too altruistically (common with SWFs)
    C) the survivors aren't applying any gen pressure
    D) the killer is really bad and just wants to secure a kill.

    A-C are legitiamte strategy, D is not. Its up to the survivors to identify and adapt to which reason the killer is using if they are legitimately camping.

  • Is this another "We just want to have FUN" topics?

    Survivors can and should rush the crap out of killers who camp fruitlessly. Yours sacrifice is what lets other players live (which is also, arguably, a pretty strong horror theme staple)

    Some killers can patrol properly and still maintain map pressure. If they can't? The best way to punish them is by rushing the crap out of em so they wont do it in future games. If you're the one who drew the short straw, just wait you're ~2 minutes and then go join a new game,

  • well, one thing that SWFs do thats positive for the killer is they often play over-altruistically and throw the game super hard, so there is that :D

  • @KoolaidInMyCup said:

    @The_Crusader said:
    Yes, 4 seconds. DS only ever buys you 4 seconds /sarcasm.

    I've seen people get looped for an extra few gens after using DS. It all depends on how good the player is and where DS is used. If can buy then time to make it to the next set of loops.

    The killer could break chase but at that poijt they've wasted so much time already and got absolutely no pressure out of it since no hook.

    "It all depends on how good the player is" It all depends on how good the killer is. Im a rank 1 survivor and I see people get [BAD WORD] destroyed on the daily by hella good killers even IF they do bring DS because like I said, all the good players at rank 1 are hardly ever even bringing DS. Your complaint to me seems more like a rank 10-20 thing which in all honesty this game should be balanced around rank 1 not 20.

    If youre struggling with getting looped by DS'ing survivors then try watching this video. https://www.youtube.com/watch?v=t8u0jRxN2kQ

    Good players never deny the potential that DS has. Its why most of them will either target people other than the obsession when possible, and slug them if necessary. The biggest problem with it isn't the fact that the survivor escapes a hook, its the time they buy: Momentum is incredibly important to map pressure and time management, and each DS is basically free momentum for the survivors. The biggest takeaway in terms of handling DS feels like "avoid it unless you can take it without losing momentum."

    That video you posted is actually a great tutorial on how to minimize time loss on a few common loops, but none of them are instant unless the survivor messes up badly. That is why people say the survivor's skill is what determines how effective DS is: If the survivor is good, they can buy up to a few minutes easily vs most killers if they don't fail a mindgame (which is huge, especially with coordinated teams.) Fortunately, most DS users tend to be not great at the game, and rely on it as a crutch. Those players usually buy maybe 20 seconds before they get bodied again.

  • @BO0ON said:
    But finding a "fair" match is already found. thats why there are ranks. The game has items to use and if killers don't like what the game game has, don't play at all and set up false hope for a game. But I understand what you mean on the other part, that's where the killer perks are supposed to come in though and slow down the process.

    SWF matchmaking doesn't go off of the highest ranked person. Its very common in low ranks as killer to have high ranked players get brought in through grouping with 1 or more lower rank players. Why comment about killers not playing the game because they don't like items, when survivors constantly DC when they see a hidden offering, a p3 nurse, a legion in general, etc? They actually do more harm to the game than any lobby dodging killer ever will.

  • @thesuicidefox said:

    I HATE PEOPLE THAT HAVE FRIENDS BECAUSE I HAVE NONE

    REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

    are you implying that a voice com team with one person running Object of Obsession is fair and balanced?

  • @e8Lattice said:

    @Arccway said:
    e8Lattice said:

    Ruin: Toxic OP crutch that won't earn you any respect as a Killer, but if having fun at the expense of others is your thing go for it! just don't be surprised if you get a lot of disconnects out of protest.

    Ruin's strength is heavily dependent on the killer running it and the map it's on. Sure it's a newbie stomper but I'd say it's more of a giant pain in the ass than straight up OP.

    When I see Ruin I just cant be bothered, all I see is that someones decided they wanted to pay to win with some miserable hex designed to detract from the games fun (especially for the current live event).

    It's stuff like this that makes this game fail at it's most basic premise, a game must be fun, fair and balanced on all sides in order for for people to play it or they simply don't, and it ceases to be a game by again, failing at it's most basic premise.

    Its right up there with Noed, I mean I have them both but I simply choose not to use them because I know how toxic they are and how little respect I'd earn from the Survivors if I used them. Treat your fellow opposition with respect by not using stuff that simply shouldn't be in the game and they will return said respect in kind ending in a match that's enjoyable for all.

    if you want fair, fun, and balanced on all sides: by all means, marathon killer for a while. Surely since its so imbalanced, it must be the fun fair and balanced side, right? There is a reason that most people who play both sides are advocates for improvements to one side vs the other, and its not the side you're on.

  • @e8Lattice said:

    @Poweas said:

    @e8Lattice said:
    Ruin: Toxic OP crutch that won't earn you any respect as a Killer, but if having fun at the expense of others is your thing go for it! just don't be surprised if you get a lot of disconnects out of protest.

    Rank 20 survivor main.

    ^clearly an npc's pre-programmed response.

    No doubt selected from a very limited list of uninspired boringly predictable responses.

    A bit sad really.

    The person you quoted plays both survivor and killer. Ruin is one of the most unreliable perks in the entire game. If you can't deal with it than there is no possible way you've ever reached red ranks. Most good players don't even bother and just power through it.

  • Lithe can absolutely benefit from either an added minor bonus (like Balanced Landing,) or more consistent activation. Lets be honest, nobody fast vaults unless either they're baiting the killer, or in a chase. The chase requirement only hurts the perk vs killers who can "stalk chase" like legion, spirit, and the wraith. All you need to do is break sight and the chase, stalk the scratch marks, cloak/phase/etc and the perk cannot activate. Fixing that would be a good way to improve the perk's viability.

    As for bonuses to improve the perk, I feel the most logical would be a halfway point in velocity needed to fast vault. Not quite as little as it used to be, but still less than it currently is. Balanced Landing can make some loops that are impossible without it, so it still won't even be as good as that. All it would really do would be to help a bit at a few areas like T walls and the shack to buy an extra loop at best.

  • I'm a survivor main because I'm colorblind and have hearing issues. I enjoy killer but it is infinitely easier for me to play survivor, so thats where I spend most of my time.

  • @Vietfox said:
    OrionsFury4789 said:

    I have been screaming this for a while now I'm so glad this thread was made, it's a serious situation on console right now people are leaving this game for that que times+dodge , they Dodge for items but have every tool to stop the items if they choose, I don't cry about OP killer add ons because I play killer just as much , hell if anything I've played killer at least twice as much as survivor for the past 2 months because of ques and I like playing killer and all but Im a survivor main and like to keep up with my friends and see how they've been doing, the past two times I've tried to play with @Vietfox or fcc2014 we've given up after an hour or more of waiting or went and played a different game together because it was just outrageous we were getting dodged with nothing coming in 

    Yup, i'm sure you @OrionsFury4789 have noticed that i haven't been playing DbD lately because i'm tired of this.
    Killers dodge because they don't want to deal with certain intended features despite having counters for them. I wonder, if survivors had a way to know when killers are using good addons and/or ebony moris, i guess killers wouldn't mind to be dodged as well, right? I mean, they should understand them as well...
    Now @people, really, is it that difficult to suck it up and just play the damn game? Sometimes you win and sometimes you lose, that's [BAD WORD] it.

    as I mentioned earlier, it would be great if it were that simple. The community thrives off of tormenting the loser, so people try to get every advantage they can. the less GG EZ BABY KILLER players we have, the less people will be paranoid of every lobby.

  • @Maj33y said:
    Tzeentchling9 said:

    Remove SWF. Instant fix.

    It happens in Solo more than often .. it's not fun when you wait 15-20 minutes and then the killer decides to leave because you and others were carrying items . 

    blame the devs for making survivors load in at the same time more often to try to mask swfs. survivors used to dodge to get the same lobby until swf was introduced, why wouldn't killers do the same until they get a team they're sure won't be coordinated?

  • @LegitAdventurer said:
    DemonDaddy said:

    Lobby dodge can be for any reason and should be. The whole point of the game is to have fun and if you feel that it will be less than that back out. Shouldn't matter what side, equipment or character is the cause. Maybe you feel your teammates are instigating a tough match with equipment choice, 4 survivors with the same appearance, or you don't have good addons to compete with multiple toolboxes and medkits. If they don't want to play that match, so be it, rather that then a killer putting themselves in a corner to deny points or survivors dc/force kill themselves. I'd much rather spend the match with people that will actually try and play.

    You say it doesn't matter what side but like..survivors will literally never dodge. We cant see the killer, or their items, not only that but we waited probably 15 minutes to find that game. There's no way we're dodging lol

    survivors dont often lobby dodge, but they sure as hell suicide on first hook and/or dc.

  • @Blueberry said:

    @Iceman said:
    Blueberry said:

    @The_Crusader said:

    I'd like to see the escape rate only counting games where NOED hasn't been used.

    THIS ^^

    They point to a 2 kill ratio to say the game is balanced. That number isn't accurate at all. Take out all the games where NOED activated and see what the ratio is then. This also isn't accounting for the added kills where whoever the last guy to get hooked when gates are powered gets face camped. Or survivors accidentally getting caught just because they were trolling after the gates were open.

    It should only count kills prior to gates being powered. Then we'd see how actually "balanced" it looked.

    The game is still not over when the gates are being powered. So the kill should count from beginning to end. Hopefully they make a change to the end game in the near future.

    With how fast the gates are it basically is. Which is why most killers camp the first survivor they get right after the gates are powered. The gates are too survivor favored.

    depends on the killer, and the gate placement. two gates next to each other, especially with killers like billy or the huntress, are practically a death sentence. It usually takes a martyr continuously trying to lure them in a different direction and hoping they take the bait.

    for the majority of killers and scenarios though, it is absolutely a crapshoot.

  • @AlwaysInAGoodShape said:
    @Dockta_Carter

    It's actually great that it matches you against better/worse players, because it still prioritises players from a similar rank.

    The game has to make a choice: It can't let you play because it can't find players of a similar rank/it matches you up with others.

    I think it's actually better that the rank scope widens the longer you queue.

    the problem is when people are far outside of their skill level: There are far too many things in this game that can be optimized to hell, and time is everyone's biggest threat in the game. That said, all it takes is a single well experienced player on either side (killer is kinda obvious on that one) to completely make a match lopsided. It all comes back to that "rank doesnt matter, except that it matters a lot" conundrum.

    It feels like every game I play killer I get 1-2 people in my rank range, and then the rest are rank 1s. At first I always assumed it was because of swf pairs between high and low ranks and whatnot, but its also how lax matchmaking has gotten lately. Funny enough, I never the the opposite when I play survivor but hey.

    in Uhhh Comment by Ryuhi
  • @Nikkiwhat said:
    LCGaster said:

    @Nikkiwhat said:

    e8Lattice said:

    Ruin: Toxic OP crutch that won't earn you any respect as a Killer, but if having fun at the expense of others is your thing go for it! just don't be surprised if you get a lot of disconnects out of protest.
    

    Ruin....toxic?......op?.....ummm LOL 😂 Who disconnects over Ruin pfffffft

    I'm pretty sure the guy was joking. If not...then yeah, it's pretty funny :lol:

    I hope so xD But tis why using a meme fits regardless of their intent!

    Imagine if a killer could find a switch somewhere on the map that was glowing, and when activated would disable every pallet on the map. or cause permanent exhaustion. :chuffed:

  • congrats, welcome to a perk that will be on almost every single build.

    also welcome to that greyed out icon in the corner of your screen 9/10ths of your games because someone spawned on it.

  • @pemberley said:
    After facing a ton of lullabies this event and no one bothering to hunt for it like Ruin, I do think it warrants being a hex. Then again I am so not used to it maybe it’s just a case of inexperience. Ironically I perform better at stage 5 than when the check notification is delayed. That just jumps me whereas the silence is actually pretty easy to deal with. 

    But I do think the lullaby could stand to a general hex change where the hexes only light up when they start to have a negative impact on survivors (ie. Devour lights up at stage 3,  Ruin first skill check, Lullaby first hook, Seal first hit - noed remains the same for obvious reasons.) 

    Lullaby is legit strongest at 3-4 stacks, since it actively messes with a trained reaction. Not having a notification causes the player to adapt through other sesnses (visual only,) but by making it present but purposely mistimed, it causes a lot more reaction discordance.

    The only way Lullaby would be strong enough to remain a hex perk is if the timing was randomized, with each token giving more possibilities/a more inconsistent pattern. Its so close to being a good alternative to ruin, but it suffers from the exact same problem as ruin while not being as good when it actually does work.

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