SinisterDog
SinisterDog
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- SinisterDog
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Seriously
at low to mid survivor level it's much much better to just ######### + W and insta-drop instead of even risking chase. The game is over-populated with loops, and pallets so they can always make it somewhere safe near max efficiency and no risk against most killer which further accentuates disparity between high movement killers and low movement killers, which is where bad statistics and bad feedback from lower ranks comes from. Even at higher ranks Shift + W is integrated with looping for max efficiency and is a huge problem.
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@DarK_SharK said:
you should see how i play survivor if i am coming to save someone on a hook and they attempt to unhook themselves as soon as i get there i actually leave them and dont unhook (toxic i know but if they trying to unhook right next to me clearly they wanna die) then someone else unhooks them and they try to get me killed all game i find it hilarious
I will always leave a survivor if they do that, they do it to try to get unhook points for themselves once they're about to be unhooked so they escape either way with a chance at BP bonus. Very disrespectful to many perks that only activate on unhook like WGLF, BT, etc. And denying you the bloodpoints aswell.
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people who play 1 side
devs
devs
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2559119#Comment_2559119
I know but what about the people on hook?
You can get 3 gens in 80 seconds leaves roughly 10-15~ seconds (after realizing camping, finding gens, and completing them) to make a 3 man save/trade at the very least. If save happens hope they don't get downed again and insta hooked, if trade, just complete 2 more gens, 1 survivor does gate, 2 unhook last guy. Most optimally bubba gets 2-3 hooks, no kills. Worst case scenario if this is even vaguely followed is like 2 kills.
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facecamping solution : genrush
just did 5 gens against a bubba with bad survivors who kept trading and I barely made it out alive.
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well lemme ask you this, if there's 4 survivors and 1 killer that would suggest there's more survivor's to killer's, maybe not a 4:1 ratio but maybe like 3:1, then on top of that the side with more player-base can see their cosmetics in game much better than the smaller player base. So you have a logically larger player-base, who would logically spend more money on cosmetics, and you expect the dev's not to be a teensy weensy biased? I just wish the survivors would at least play killer a bit and maybe voice more experienced opinions. Genuinely you must be un-experienced to deny the game at it's core is always balanced in favor of the survivors.
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pretty much base kit slowdown, bald in my late 30's instead of early 30's if I keep playing this game.
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the real answer is the dev's want to slight killer at any possible convenience.
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what's really BS is they use un-nerfed thrill to justify nerfing undying.
something along the lines of "we want to keep the job of protecting totems to thrill of the hunt, undying's purpose is just to replace a totem." Which I totally agree with, but then they sneak in a little nerf because anything for the survivors who buy skins I suppose.
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lucky break, if every survivor started utilized it on a map that's not god awful for it, I don't think killers would ever win.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2558734#Comment_2558734
Yeah, prioritizing escape over saves, that's a comp sweat squad. Take into account these players are exceptionally good at utilizing resources, and unless one of them makes a mistake, they'll have a few generators done even before the first down, perhaps before the first hit, based on Killer. Since it's a team effort and in the SWF they are accepting on having a "sacrificial lamb", they can just pound gens.
A lot of the time SWFs will "trip-up" because people are altruistic and will "go for the save, even if they die, because that's more fun". But a true comp sweat squad is going to take into consideration the time efficiency of just letting someone die on Hook if they weren't able to maximize their initial resource use.
but is it not a problem how if a member of this "comp sweat squad" (who are mainly killer mains), could play a great killer, great perks, great add-ons, no need for co-ordinating with others, all just in the hands of this one extremely skilled player, as the power role no less ,':) , and still have almost no possibility to beat a full team of equally skilled albeit, solo queue, 2-3 meta perks each, could force drop pallets, and the whole time win with little effort just because the only thing faster than the chases were gens.
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To top it off you also can choose the best killer player literally any, literally ANY streamer and no matter how good they are, as the role that does not have to co-ordinate with anyone, wins based on muscle memory and game knowledge that can always be used to a great if not near fullest extent, probably couldn't keep a consistent win-streak if paired up against solo survivors of the same skill level.
Gen pressure's literally a myth with gen tapping, you need gen regression which only limits build variety and makes killer boring and strenuous. Even survivor's of mediocre level can run pallet to pallet to pallet and insta-drop every single one leaving near no mindgame for most of the killer roster (which is only further endorsed by the dev's with upcoming window's of opportunity buff.) while it takes no co-ordination for survivors to know to hold M1.
The fact that survivor's could pretty much always decide if they really want to win or not is a problem, 4 streamers doing that without perks is proof, going into a killer match without perks at that high of an MMR is a joke. If there's a 4 man SwF and they want to sweat and they're competent they will always win, and that's not bad, really, survivor's should get rewarded if they have the skill. But killer's are not shown that same curtesy, the dev's always talk about a "cautious approach to perks, blah blah blah" but again, that curtesy is only shown to balance in the survivor's favor, how far they pushed some of the buffs for survivor's last PTB. Not saying killer's didn't get some buffs this mid chapter, but it was undoubtedly not to the scale of which was shown for survivors.
The games is totally pushed in the balance of survivor's if everything other than the base game balance was set on a 1 - 1 scale.
A great killer could never use their skill to consistently win against survivors using perks of same strength, items of same strength to killer's add-ons, and being evenly matched in skill. And BHVR would never want that.
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only on killers who take advantage of it with fast movement. Then the blood-points make up for the mediocre effect as well as it having a bit more synergy.
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Very very obvious the dev's DON'T like the idea of a skilled killer using that skill to win consistently.
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I do think it's fair to play against but for simplicity's sake totem counter should be added anyways
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/763417#Comment_763417
And you wonder why people complete gens... Im not going to argue anymore, chase people for 40 seconds and then complain gen rush is a thing, complain why survivors are unbalanced, you are doing a great job.
"don't chase for more than 40 seconds" lmao So I should drop chase against any half decent survivor then spend another 15-30 seconds finding another survivor and if they're good drop that chase too? what?
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/762713#Comment_762713
A gen with two people on takes 60 seconds to be finished on average. Supposing they were on the gen before you started chasing, that is your mistake. But if they got on the gen after, it means you will have enough time to go back (you shouldn't chase people for more than 40 seconds)
"you shouldn't chase people for more than 40 seconds"
Things like that are the number 1 stupidest things players who are bad at balance discussions say
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/762411#Comment_762411
As i said, all killers can have map pressure.
Do all killers have map pressure? By their natural design, yes. Do all killers have good map pressure? No only a couple like 4, and I guarantee you clown is not on that list. If you got a 3 gen situation you were probably at low ranks and the survivors didn't attempt to prevent that and they suffer the consequences, definitely not because killers have too much map pressure.
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/762401#Comment_762401
That is more on the killers control than their's
not when you're playing a killer like clown who has nearly no map pressure to affect the game to that extent
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/760917#Comment_760917
No, the survivors weren't bad, i was using a very strong build that made me unstoppable on the situation they were. I had Pop Goes The Weasel to reset the gen every time i hooked a survivor and 8 stacks on save the best. Also, i would just throw bottles on the gens from far away and they would scream, showing me their location. Also, every player has lost a 3 gen situation and it doesn't mean they are bad, it is just a very opressive position for the survivors
so they were bad... and let the game come to a 3 gen situation
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/759091#Comment_759091
Ever experienced a 3gen? I literally clutched a red rank match with pop and a 3 gen, and that was because i got demolished the first few minutes
So you won due to the survivors complete incompetence lol okay
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Couldn't find the "i like the unique ones" so I had to go with this because most of the fun ones tend to be higher tier
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@WickedKatz said:
Your post is further from the truth. NOED does reward bad players, since the main objective is to do gens and prevent gens. The survivors dont have to check all map for totems, noed activating doesnt mean bad survivor plays, it means the survivors were focused on doing gens. If you compared noed and adrenaline, which is the most common killer main thing to say, Noed activates if you dont do the Gatekeeper objective as killer, and Adrenaline activates if you do all of your objectives of the Lightbringer category. This means that noed is a noob perk, and it rewards players who cannot prevent gen completion
I don't know when or how survivors got it in their head that killers have that much map control lmao
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/758497#Comment_758497
Yes, but everything else about it is a bad idea and not a good change IMO.
why?
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@BunnyTheHutt said:
Ruin is fine as is. The main problem with ruin, and any Hex perk, is that it's pretty common for survivors too spawn on top of it and break it in 5 seconds of the match. Survivors should not be able too spawn on top of it, and totems should not spawn next too a gen.
So this proposal changes it if it gets broken quickly to still give an advantage
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/753539#Comment_753539
So people need to learn to get better instead of crying? Like killer mains like you cried about instaheals instead of getting better? Hmm....
but you literally can't outplay instaheals...?!? Unless you're a killer like Billy, LF, Myers you just have to deal with the fact that your work effort and time is being wasted presumably while the other 3 are rushing gens, yeah don't think you should be deciding who gets nerfed lmao
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/756475#Comment_756475
Because a killer doesn't have time to do a side objectives.
Hello the fact that Killers like Trapper have to waste time finding their traps and setting them up wastes a lot of time which lowers his overall effectiveness
I will take the really embarrassing act of saying I didn't read your argument fully and thought you were defending this NOED change
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/756518#Comment_756518
Well, the delay for skill checks, lag, and other control issues would be the biggest impacts. Less precision, so there are more R1 survivors that have trouble dealing with ruin than those on PC.
Then this change would help them? IDK why you think this change is making it harder for people who can't hit skillchecks the whole point of it was to do the opposite (harder to hit great skillcheck, when not hitting it doesn't pause the gen so teams can complete a gen faster than if they were solo, placed in the middle for people who have trouble hitting it, after clearing first totem great skillcheck is 1.5x bigger than normal)
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/756509#Comment_756509
I still think that doesn't need to happen. At least on console. Then again, that's the difference I suppose. Maybe you play on PC and I don't. : P
What would be different on console?
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/756500#Comment_756500
Well, then people work through it and it doesn't need a nerf. My experience at higher ranks is that if people see it they destroy it, then the game gets harder from there. If they don't find it they'll work through it. That's why you see people exchange ruin for Corrupt intervention or Pop Goes the weasel, because they all do similar jobs.
That's what this change does... it makes it harder to work through it, but also punishing the survivor less for hitting what would be 1/2 great skill check, also doesn't punish low rank survivors who can't work through it since the perk is pretty hard to work through but isn't extremely bad if you can't
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/756457#Comment_756457
What rank do you play at...? Only asking because there definitely is an increase in the amount of times a totem is broken as you get higher up.
Hit rank 1 multiple times I tend to hover around 6 though for simplicity's sake
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@SoylentPixie said:
Punishing survivors for doing their main objective efficiently should never be an option. How would you feel if you were doing really well in the game and got penalised for hooking within a certain time limit? Not to mention that NOED is fine, those who refuse to do totems and still complain about the perk only have themselves to blame.
see where your argument is flawed is the fact that survivors have more than a main objective, killer has literally no side objectives
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@Siverious said:
https://forum.deadbydaylight.com/en/discussion/comment/750907#Comment_750907
Maybe if they had more of an impact to our objectives people would do them more but it doesn't and most dont cleanse because it really makes no impact to the main objective it's an optional thing, not to mention it's hell coordinating with randoms to even get them all.
well your main objective is escaping so guess what buddy, it has an impact on your main objective
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@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/750920#Comment_750920
There is no "no" option because there shouldn't be. This is mainly for people who feel/view otherwise. To express without the fear of getting harassed by killers who feel so strong to keep it when they in fact don't need it.
so what you're saying is that people who oppose your viewpoint should be silenced....Mmmmmkay
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@Raven014 said:
Most of the time I have ruin, it doesn't last a minute, and if it does... it's a rare case of just dumb luck. It's a totem designed to buy time, not last the game. If you want a totem to last a game, use Devour or Huntress' lullaby instead.
it won't last the whole game, it'll last much longer than it does currently but it's not as strong as it is currently
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@JillSandwichL said:
No
killers actually camp ruin? if the killer camps ruin, repair, just like when killers face camp survivors, repairing with ruin is not impossible, survivors tend to forget that.
(imo, ruin should work like it did back then, when depending on the tier of the perk, it affected some survivors, but not all of them)
By camp I meant the totem and a good 3 gen setup, I've won games with a 3 gen setup by simply patrolling the 3 from the start when they were near a ruin, this suggestion was meant as a buff for high rank killers using it and also a nerf for low rank killers using it
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This is literally the biggest, most ginormous brainlet post I've seen yet. Though I do think the survivor should get some sort of compensation in BP for getting camped like, for having the killer with 20M after being hooked for 10 seconds you get 100 BPs in all categories every 8 seconds
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Anyways I would say neither since they're both what different communities would call "win-more" perks, the idea is that if you manage to get value out of adren and NOED then you would have probably gotten just as much if not more value over a perk that affects you the whole game, people tend to see these perks as OP because it gives huge amounts of power extremely quickly making it seem unfair, in all honesty the effect is pretty mild when you realize that it's just a waste of a perk slot and the 1 or 2 kills you got extra or the safer/quicker escape you got would've probably happened if you had another perk that affected you the whole game. Though the fact that NOED can be countered makes it much worse though it wasn't too good to begin with
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@AngryFluffy said:
I'd say NOED, since it affects two health states while Adrenaline only heals one health state. Yes, NOED is counterable with breaking totems, but if you play solo, it is pretty hard since there is no indicator on how many totems on the map are still intact and you don't know how many totems your teammates cleansed (if they even did).
buddy, I don't understand what you're saying. NOED makes it to where it takes 1 less hit to down survivors, Adrenaline makes it to where it takes 1 more hit to down survivors. Of course NOED will always trump adren but NOED is also countered unlike adren and I would say that the speedbost given by adren is more efficient that the one given by NOED
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I feel as if it just needs a change
1 - great skill check window should decrease by about half, and should be placed in the middle of the skillcheck (since it's just too easy to hit great skill checks but also taking away risk of blowing gen for low level survivors)
2 - missing skillcheck should regress more of the generator but not pause it. (that way groups can barrel through it slightly faster if someone isn't hitting the skillchecks)
3 - If the killer has an unlit totem at the start of the game ruin has 2 totems, after cleansing the first one the great skillcheck window becomes three times as large (This way the killer can't camp a lucky ruin spawn and force a loss on the survivors, and it lasts a bit longer)
altogether everything proposed will give ruin a milder but longer lasting and less RNG heavy effect throughout the game and the perks effects will sort of be the same despite playing low or high level survivors. LMK what you think
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yes, if keys are removed. Moris should just be cosmetic on the survivors final down since they will still add a small change to the game
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Big myers fan boy here and killer main, but I think he should only be immune to aura reading perks since they tend to completely ruin his game plan a lot more than perks like spinechill, I feel like maiming spinechill and perks like that, is a bit too overboard since they are decent perks at most that don't interrupt myers gameplan too much and they're not too good. But object of obsession completely ruins his gameplan for that single survivor which is huuuuuge (don't even get me started on SwF). And by only allowing for spinechill like perks it allows for more mindgames.
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I would but they should just spawn randomly and spawns should be better but BHVR has tried that a couple times now and I have no hope for them.
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@Dwight_Fairfield said:
I always use it. The way I look at it is med kits run out. I don't want to go looking for chests that are likely looted already. I don't want to rely on team mates to always heal me. I am wasting time going looking for someone, then you find someone and then that is two people not doing gens because they have to stop to heal me up.
I prefer to be self sufficent and just heal myself up.
The way I see it is a decent medkit gives 2 heals on average, if you need more than 2 heals per game it's probably because the perk you could be running in place of self care is disadvantaging you. We all know the survivors win when less time is spent doing non generator actions and frankly the 32 second heal is not worth it, people love to argue that in conjunction with other perks the perk becomes quite decent, but the problem with that is you're running 2 perks for the equivalent of 1 decent perk.
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Tunneling definitely sucks as a survivor and I think there should be precautions that boost the survivors bloodpoint gain if chased or downed after being unhooked same with camping, but as killer I just don't see how to win without it. There's games where I down every survivor 1-2 times and the game just progresses too quickly for me to do anything about it, if I get the chance I'm going to take someone out of the game immediately.