SmarulKusia
SmarulKusia
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@TheButcher said:
They are not compariable, you're right.
You only get a Mori from the blood web, it's used only once, and requires a balanced objective before being able to use it.
Key's you can get for free during a match. You can keep it at the end of a match even if you don't use it. You can use add ons and offerings to keep it longer. Using it not only gives you a free win, but anyone else nearby or finds the free win mechanic before the Killer.
The only counter to it is to tunnel/camp the person with the Key and the Key when it's on the ground. While the only way to counter a Mori is by playing the game properly.
Now that's explained, wanna know why we have Key's?
The Hatch Mechanic wasn't in the original game, the hatch mechanic was only brought to the game because BHVR had a problem with players (Survivors) taking the game hostage by hiding during the end of the match instead of doing gen's. BHVR responded to the players literally exploiting a game mechanic, by rewarding them a mechanic that would grant them a free win for being the last survivor. Then after that - for fun - they've added Key's and the all escape achievement. Then followed by trying to balance both the hatch, and key's for years. To honestly no avail, because it's an entirely broken mechanic in the first place, that was a poor decision to implement in the first place.
Now that's explained, wanna know why we have Mori's?
Because BHVR wanted Killer's to have a cool, and unique killing animation - so they've added Mori's. Being as overpowered as they were. They had to change them to require at least one hook before you can use it, which makes sense from a balancing stand point as most survivors that are good at the game wouldn't get hooked once, let alone get caught twice. However this does make issues for when Killer's use Mori's against players that are not yet good at the game, so I could see balancing for Mori's be revisited in the future.
As you can see. Key's are vastly more over powered than Mori's, but yes they shouldn't be compared. I think because they were put in the game for two totally different reasons.
I forgot to mention: I also hate this argument of 'You can get a key in a chest', AND?
Killers get perks that can deny completion of objective, they get addons for their powers which can be even more BS that one has to deal with in a match (don't get me started on iridescent head huntress, or a leatherface with instant revs), AND an offering which gives them an extra ability that can kills survivors within the first minute of the match.
What survivor offering gives the survivor an ingame ability?
In Survivor bloodwebs, you have: Items, Perks, Addons, Offerings.
In Killer bloodwebs, you have: Perks, Addons, Offerings.
This means, that statistically speaking, a killer is more likely to get Moris in their bloodweb than a survivor is to get a key.
Searching a chest can give you 5 possibilities, so you have a 1/5 chance of getting a key. Then you add on rarities - 5/22 of a chance to get a key.
That's based on CHANCE of pulling out a key in a chest. Moris don't have a chance of working - they are going to work. Moris can't be countered in any way - whereas countering a key consists of the killer completing their objective of killing survivors. Not to mention the fact that some killers also have instant knockdown abilities which can deny a survivor of even engaging in a chase and making self-care useless
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@Raven014 said:
Mori activation requirement: 1 hook and 1 down.
Key requirement: Get the hatch to spawn.
How difficult is it to use at high level play?
Mori: You have to down 1 survivor twice (if used toxically, that is). That can take up to 2 minutes for each one (depending on the survivor), which can allow them to get all the gens done, and for the others to escape. That is if you tunnel that one survivor. All survivors are given a warning that you are using a mori as well, so they will probably sweat even harder. I have seen killers bring moris but not kill a single survivor because they don't get caught or don't get caught twice. That and I have seen people dc when they get downed twice, even if they were not tunneled, just to avoid one.
Key: You have to get more gens done than people alive for the hatch to spawn. The first 3 usually go pretty quickly, if you can get the last 2 done, then there is at least 1 guaranteed escape. Depending if you are preparing ahead of time, you can hide the fact you have a key. However, if survivors are pressured, they may prepare for a hatch game. This means that they will check for a key on corpses or in chests. The mere presence of a key (without a White Ward or Weaved Ring) practically guarantees 1 survivor escapes, but I have had games with 3 survivor escapes because of a key. All because I was applying a little bit of pressure.
And a personal gripe about keys: it is very hard for me to see keys in the menu. They are small and are a similar color to the ground, combined with the fact that my eyesight is not the best... I cant see keys in the lobby. So when people escape and I see they had a they had a key, I get pissed because I literally couldn't see it coming.
I'm gonnna be a bit nitpick-y, but within 2 minutes, the survivors at most can only have 3 gens done, however, usually you find that a survivor gets off a gen when a chase is finished - this takes times away from doing objective.
I've had plenty of times (As survivor and killer) finding the survivor team all wanting to be heroes and getting unhooks - which really kills the game for them. Personally, I've never ran a mori simply because i don't level up my killers at all, but I could've had games which would've been ended in 5 minutes, or had atleast a survivor killed in the first 2.
For your key argument, i've genuinely never encountered someone escaping through hatch the moment that it spawns. Many people like to argue that escaping is the main way of 'winning' as survivor, but it can be quickly observed that survivors would rather sacrifice themselves and not escape in favour of getting higher scores for altruism, or evader than to leave quickly and it being unprompted by killer pressure to do so. The usage of keys is rare and few, and a key escape usually needs to have heavy coordination - where you do as much as possible before escaping through hatch to ensure pipping or safety pipping.
I think keys are a fair way to give a survivor a fighting chance against a killer. I've had plenty of games where I've contributed as much as possible to the team, and end up being the last one alive. The killer in such a situation has a natural advantage over me - most pallets have been used, the doors are constantly shown to the killer and unlocking the gates give the killer a chance to do patrol at LEAST once between them (that's if they didn't spawn right next to eachother). Survivor perks don't give the survivors more power than the killer, most perks prolong the inevitable more than anything, so I realistically have no choice but to hope that I can find hatch before the killer does - which happens quite frequently. But the question that I should propose: Why should the killer be guaranteed the last kill? Kills aren't entitled to a killer so if a key gets used then that's perhaps the killers fault for not targeting the survivors with a key, no?
Moris defeat the purpose of the game for the survivor, often times, when a Mori is in play (Or believed to be in play), the focus of the survivor switches from trying to do the generators to fighting back as much as possible against the killer so that they don't get downed or put on hook. My whole game gets affected by the possibility of this one offering because survivors suddenly become more scared to even do the objective and get caught off-guard. How is that fair? lol
As for the lobby part, i honestly think that neither killer nor survivor should see each other in lobby, i believe that it gives an advantage to the killer to have the pre-match knowledge and understanding of what kind of match they are getting into.
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@Speavy said:
https://forum.deadbydaylight.com/en/discussion/comment/1235005#Comment_1235005
The hell are you smoking? Survivour escaping = winning! Thats how a survivour win my man. And the key gives you a free win if you FAIL. How the hell is not winning?
Personally, winning is by pipping, and getting max points. Escaping by doing nothing all game is not winning the game.
don’t agree? Don’t care lol
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@Kakateve said:
https://forum.deadbydaylight.com/en/discussion/146620/keys-and-moris-are-not-comparable
Keys are stonger than moris so at that part you’re true.
Then you’re biased, blind or don’t understand how keys/moris work
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1234786#Comment_1234786
I disagree with this. Keys still require survivors to do all the gens unless half the team is dead that’s when it’s even remotely effective. There are plenty of games I’ve played where keys just don’t get used especially playing solo. Killers with plenty of practice especially high mobility who can cross these small-medium size maps fast (which they’re making smaller) is already not fun. Think about how easy it is for a killer to find someone and down them. So that’s it? That’s all the survivor gets is that one interaction with the killer and that’s supposed to be fun for him? No. Because you can bet on everything as soon as you get off the hook that killer is coming back as soon as you get off so fast whether he or she was hiding in a bush undetectable or just super high mobility and just down you and Mori you. I think keys are a vital part of the game not Mori’s. My feelings towards the two are nerf keys and remove Mori’s. Keys become useful if you are either last alive (hatch doesn’t open anymore) or all gens are done. Mori’s removed entirely. I can actually understand green ones. That one makes sense. Yellow ones are practically useless. But ebonys nah. It’s an offering slot for killers first of all. They don’t really have any other contenders for that slot and it has too much of an impact on the game. You already got add ons 😂 what do you need the offering slot for? Survivors don’t have anything
Thank you for having a brain lol
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1234788#Comment_1234788
I played against a 15k hour team of survivors. One guy alone had over 9k hours. I got two hits total, hits, not downs. I did everything you're supposed to do, ran the loops right, broke chase, pressured gens, etc. They ran every loop perfectly and flew through the gens. I wasn't dictating diddly crap. Trust me, when this game is played at a high level, killer is helpless.
Then you got unfortunately placed against a team that’s higher skill than you. That’s the byproduct of the poor matchmaking system.
if you got outplayed then that’s tough, the killer has the edge and if that’s not enough then idk what you want me to say lol
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@Speavy said:
https://forum.deadbydaylight.com/en/discussion/comment/1234797#Comment_1234797
You failed to do the gens. YOU FAILED YOUR OBJECTIVE.
Why the hell do you think you deserve a free escape?
If you last one alive you can simply bypass the whole end game by an item. At that point, you failed to do 5 gens, 3 person died, the killer closed the hatch, and you still can win via an item that bypass everything the killer done.
It punishes the killer for doing good in a match.
So yeah mori and key are the same powerlevel. Both lets you skip the main objective of the game. Sure mori are faster to use but remember each death brings the hatch closer as well. So Mori works on keys being usefull much faster.
But now that i think about it keys are like NOED. Where the survivour hinders themself with a useless item/perk so they can have an advantage in the late game. But oo wait every survivour cries about noed being a no skill/no brain perk for being a LATE GAME perk that gives advantage when the game reaches end game. So why does key not counted as a no brain no skill item that offers no counterplay what so ever?
You don’t win, if nothing was done, the only winner is the killer as they will be rewarded for their effort.
escaping doesn’t = winning lol
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@MegMain98 said:
The Game is NOT killer favored in the slightest. The map is nothing but safe pallets that are basically endless that the killer has no opportunity to mindgame at all. You must kick the pallets to advance in a chase and if the survivors can preserve pallets and keep chase for a long time then you will lose. The Game is nothing but pallet kicking simulator 2K20.
A lot of killer have no opportunity to use their power effectively. Billy? Forget about it. Oni? Too many sharps turns. Huntress? That’s laughable. Deathslinger? Not with all those pallets. Plague? They are already behind a wall by the time your puke is charged? Nurse? Good luck not getting your blinks shortened by debris. Spirit? Even she can’t deal with safe pallets.
The map is boring for both sides so nobody likes it besides stealth killers and maybe big terror radius Doctor.
You don’t need to mindgame, kick the pallets and the survivors are guaranteed dead. Seems like you have some superiority complex, but that’s on you if you’re so stingy about kicking pallets not everyone else.
Billy works well with this map, he can cross the top really quickly because of how small and open the map is, and the tight corridors downstairs? Literally a dream come true for his ability that denies distance and instantly knocks someone down? Are you sure that’s a no? Lmao
ive had multiple 4k games as spirit with no perks on this map, I honestly have no idea what you’re even talking about. Someone seems in denial
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@Joao_Bandicoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1234844#Comment_1234844
Apart from the Skill check Doctor the first thing I think when I see a Jigsaw piece is Scratch Mirror Myers.
Also Huntress don't have much angles to work with so she has some disadvantages going there, the map being smaller affects Jigsaw boxes distances so Pig also suffers a bit, Billy has fewer chances to use Chainsaw at this map and Trapper suffers with the lack of grass bushes and things to hide his traps.
I think you don't know enough about either the map or the killers because almost everything you say in that regard tends to be wrong.
Actually this map works really well with killers like Huntress, Billy, Plague because of the tight corridors that forces survivors to walk in a straight line majority of the time. There’s little chances of 360’ing or trying to even evade the killer.
Trapper DOESNT even need to hide his traps to be effective, place them at a vault or a pallet and that will do enough to stagger, literally he can block the “god pallets” that you’ve mentioned with his ability.
your cockiness is not an attractive look and it seems like YOURE the one who doesn’t know the map and how it gives killers the edge
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/146624/so-maps-are-becoming-like-meat-plant
Never have I ever seen so much one sided rage in a single post. Im not even going to try to argue with you.
Just saying, maybe try to break the stereotype that all survivor players just want free wins and think every killer is OP?
I’ve only ever seen a killer pick this map as an offering. This isn’t a one-sided rage. The map is literally a killer free-win match because of how stupidly the map is designed.
I’m not saying that survivors should win - but they don’t even get a chance on this map and the only killer that is disadvantaged playing on this map is Myers.
if you don’t like the truth then that’s on you lol
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@BigBrainMegMain said:
Um....
Gideon's Meat Plant has at least 3 God Pallets that the killer MUST break in order to advance.
4 if you count the ones under the stair cases, a great drop loop, great T-Walls and L-Walls, many LoS blockers.
https://forum.deadbydaylight.com/en/discussion/comment/1234810#Comment_1234810
Agreed. Much agreed.
So you’re going to forget that Killer has advantage in chase - eg. Constant drops which kill chase immediately? Not many vaults, constant tight spaces and corridors which eliminate possibility of 360’s or mind game?
the moment “the god pallets” are gone, it’s pretty much game over.
most gens on that map are also free “grab” opportunities for killer considering how they’re nearly always next to a door or weird corners
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@Hero_awesome said:
Your crazy if you think there isn't any safe loops on meat plant. There's literally 2 pallets on that gen near basement that's safe asf. I will admit it's small but compared to how killers without mobility suffer it's really needed.
Don’t agree, survivors mainly suffer here due to the several drops in the maps - where whilst killers don’t get a stun, survivors do.
Those pallets aren’t really safe, you’re mostly stuck in a corridor with little indication of which way the killer went - whilst the killer can track you.
mobility killers thrive on this map, stealth killers thrive on this map, second-objective killers thrive on this map. The only killer that is severely disadvantaged on this map is Myers.
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@LuffyBlack said:
https://forum.deadbydaylight.com/en/discussion/comment/1234738#Comment_1234738
Many members of the fanbase has grown attached to these characters, it's not exactly unusual really
Yikes
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1234779#Comment_1234779
Imagine complaining that Killers want a secondary objective so that gens don't get done in under 5 minutes. Survivor are FAR less perk-reliant than the vast majority of Killers, they can survive without having a 4-pack of second chance perks and use something to actually counter the Killer perks that they love to complain about so much
Killers aren’t perk reliant, I’m in purple ranks and run zero perks most games - my games are mostly made up of red rank survivors with full set of perks and even then I get 4ks. But ok
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@CosmicParagon said:
Keys would be fine if they were limited to the bloodweb. That way if a Survivor uses one, the Killer can run Franklins or something to counter it. Meanwhile, if a Survivor find a key during the trial, the Killer likely won't realize until they've already gone through the hatch
you know what way you can counter keys before the hatch even spawns? Doing your objective and killing the survivors, amazing, isn’t it?
Keys are literally rarely used and this is speaking from experience on both sides. The reason for it is because Keys take up an item slot for an end-game feature whereas most of the game isn’t spent in the end-game. It disadvantages the survivor hugely because they could bring items which help them throughout the match than hoping to reach the end of the match.
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@MadArtillery said:
You can say that all you want but if I see a key I'm still going to mori your ass. You get free escapes I'll take my free kills on you. It's only fair.
It’s not free escape because the option to use hatch is an end-game feature.
Moris become usable in the match much earlier than keys and the comparison between the two is very dumb.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1234755#Comment_1234755
Killer is strong when you're new and have new teammates. I went from rank 5 survivor to rank 13, and I can't escape a rank 17 killer with rank 20 teammates. But I can pip. Once you get to red ranks, the game changes to survivor sided in a huge way.
No, it really doesn’t.
Killer is meant to be strong - yes. But there’s a huge difference between playing against a killer, and a mastered killer, and you can feel that difference very easily in a game.
The game is hugely not friendly to any side from the start. I had little idea of how to play as survivor or killer, until my own confidence grew. The truth is - you can get past a learning curve on a killer, why? Because you run the show. You decide and dictate what kind of match it’s going to be. But as a survivor, you can never fully master being one. You don’t get to dictate how the match runs, you can’t make a killer stop facecamping or tunnelling - and you have to learn to adapt because you’re never going to consistently run into the same type of killers each game.
The one thing that is on the survivor’s side is being able to escape from the killer and hide if need be - but they’re taking it away from survivors. Even now, with the huge maps when I’m running a killer, I accidentally run them into my team because of how vast the deadzones in the game are.
but that’s just my experience
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I’m afraid that you’re going to have many killer mains come in here to bash your opinion - or try to argue that killers aren’t op - when they are.
Speaking from my perspective, getting into the game with little prior knowledge was difficult for many reasons. I had to watch a streamer for months on end to grasp the game to actually find it fun and worthwhile.
the game is very killer-oriented and the new changes are going to kill the game for survivors even more. Many of the “god loops” that are going to be removed weren’t abused by everyday survivors, the averagely skilled players. They are abused by players that play at a higher level that can run killers for 2,3 or 4 gens. Running a killer for 3 gems is a big achievement for myself that I’ve only experienced a handful of times in my plenty hours on the game. Condensing the maps is also easily one of the worst things that they can do when not taking in consideration the powers of the killers. But they’ll learn when the amount of survivor players further quits or start limiting their playtime
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@OtakuBurrito said:
Yes I main Claudette (Myers and Ghostface). Yes this is a rant.
I'll be Frank. I'm so tired of y'all (BHVR) disrespecting Claudette. Every other survivor has at least ONE good complete outfit in the sea of ugly but Claudette is here still sitting on the struggle bus for a decent skin. I have struggled so hard to put together outfits for my poor baby but y'all really make it impossible. IDK what's worse between y'all incessant need to give her dark tones or dressing her up in these 90s Sisqo dance extra at an after party ass outfits. I would let y'all slide on the 90s style clothes if they were GOOD and FIT HER.
Like I have legitimately given up hope of her getting a yellow sundress or sun dress period. And it sucks because she looks the best is skirts but I guess we're lucky we got that. I know damn well we're never seeing the beautiful wedding dress Claudette model I saw a while back in game. I get why we're never getting the maid cafe outfit that's been floating around because it doesn't match her aesthetic (but neither do 80% of her outfits but I'm not about to get started on that).
I know we're never getting Claudette dressed up as and of the "nerd staples" in reference to Star Wars, Star Trek, Lord of the Rings, hell ANY ######### DND CLASS THAT IS COMPLETELY LEGIT BECAUSE YOU DESIGN YOUR OWN CHARACTERS!
I just...I don't understand why y'all hate Claudette so much. What is it going to take for her to get a complete outfit that matches her personality. She is a quiet mousey girl. Y'all were going in the right direction with the sweater and uniform outfits (the colors just needed to moved around) and then came this clown fiesta of 90s hiphop video clothes out of left field like #########? I thought the horror ended with that belle of ball nonsense where she looked like a prostitute because he makeup was god awful and her hair didnnt fit her frame at all. I had SOME hope with the medice traveler outfit, but know. Here y'all are with the same horrible gown now in gold.
I see why most Claudette mains just wear whatever. Hell she just looks rushed and thrown away so often most of just thinks it's normal to look like we got our asses beat by the inside of the closet.
I just can't anymore.
People actually care about... what characters they play and skins for them? lol...
most skins imo for every survivor and killer are ugly - and there’s no point on spending money on them.
I can understand playing killer but like, the survivors are just all empty shells and could honestly just be interchangeable tbh
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@PlantCollector said:
https://forum.deadbydaylight.com/en/discussion/comment/1231487#Comment_1231487
I see, i can't really say something about that because i don't see big problem with noed in the first place.
I think you just have to think a bit different if you verse the insta down killers. You have to avoid situations where they can get use out of their ability. I know this is easier said than done sometimes if they stack some charge addons like you said, but im sure you get a better understanding of how to play against that from time to time. If you just don't like these killers thats fine, everybody has a killer he/she doesn't enjoy playing against.
I know thats something alot of players would like to see getting changed but as i said i personally don't see a problem with that.
I don't want an ingame voice chat because i don't want some kids screaming in my ears or some people not talking english cause they think everybody knows their language (you know which nationality im talking about). I want to enjoy the game and not some guys screaming at me because they are frustrated, want to troll and play loud music or whatever.
Fair enough, I don’t really think NOED should be changed, but I hated to see all the complaining from killer players about survivor perks when one of their most powerful ones they don’t even have to level up a killer for.
I don’t think NOED should necessarily be nerfed, but I think that there should be some form of indication that a killer has NOED before it actually activates, if that makes sense? I don’t know.
i just think running around and looking for totems to cleanse can be too much of a time waster “just in case of noed”, I mean if you cleanse all 5 totems and they don’t have NOED that’s nearly a whole gen that could’ve been done in that time, you feel me?
I mean, hopefully it would work like every other in game voice communication which is that you can choose to not engage/or to mute other players so you don’t have to listen to them but that’s just my opinion
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@Feiten said:
https://forum.deadbydaylight.com/en/discussion/comment/1231575#Comment_1231575
Damn OP he slapped you with a book of facts. BTW currently survivor main. You kids keep making these "killer is easy post" cause you notice devs are starting to balance the game out.
Never seen so many of these post before. So why now when patches come?
I haven’t read the post yet. I also don’t frequently check patches, I’ve only started to use the forum - or rather “browse” it two days ago, so I’m not even really aware of what goes on here.
im Just speaking of my opinion on the matter and my experience which is that killer is really easy lol
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1231428#Comment_1231428
So not much balance...as in killers are overpowered?
Even though you escape quite regularly?
I think it's difficult to take merit for reaching red ranks. All it shows is how much time you put it into that role. If you play long enough, you'll hit red ranks regardless of how good you are.
What platform do you play on? It would be interesting to see you play a kyf game against a dedicated team of survivors.
I regularly escape because me and my friends take turns in sacrificing ourselves for the escape of others. I mentioned it, usually my two other friends are chasers as they enjoy chasing killers and I’m usually the rescuer.
the reason that I think it’s unbalanced is because it’s very easy to spot a build which is painful and unplayable against. It’s not because it’s a good player, they just have a build that exaggerates their skill.
I play on PS4, survivor is a bit harder on console because we dont have the same control capacities as PC, eg. Our sensitivities aren’t as good so 360-ing is generally harder.
i actually haven’t played DBD a lot, if I could show my hours I would but I roughly started playing around a month ago. Pipping imo gets harder because you have to hit the requirements to pip, which requires more to do in a match, and consistency to complete tasks results in quick pipping.
I think I managed to pip into red ranks in the first week or two of playing. But despite what I’ve seen and how people like to talk down on the ranking system, it doesn’t seem as half bad as some that I ran into as this game actually requires you to participate in the match, as you can still pip if you die or you can just safety pip even if you escape, eg.
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/1231508#Comment_1231508
Depends on what you see as early game, I just had somone pull a key out of a chest and then key out of 5 gens technically. I closed hatch and then he "outskilled" me.
Yeah moris can be used early if the team or individual survivor is dumb and let's you end 2 chases with them very fast.
It be like that sometimes. Had that happen too before, but it's just another day, another game.
I don't run into many players running keys anyway or using them, so for the biggest part, i don't actually mind if they escape through hatch, but thats just me.
Free moris should definitely not be a thing. I've experienced and saw my friends get tunneled from the beginning until they become 'kill-able' and get moried within the first few minutes.
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/1231393#Comment_1231393
Tbh, it's not even good survivors that can loop amazingly that win the most, it's the ones the ######### immerse and stay on gens 24/7 and want little to no interaction with the killer.
Most swfs or good survivors want to have fun and mess with the killer in some way. This can lead to you winning most of the time if you play it right.
Unfortunately that is the case. I play SWF, and two of my friends love running the killer, which leaves me and the other friend to do gens for the biggest part unless we end up in a chase with the killer. We're not the best chasers and prefer to not have to do, but we can run killer for a gen or two, sometimes even three.
This is why SWF is crucial. It's meant to be a team game but unless you have communication, this game can hardly be played as a team because there is a lack of communication and cooperation going on lol.
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/1231415#Comment_1231415
You understand 1, you can see a mori before the game starts and at least know it's there. Unlike chest keys.
2, you can have your item at even a sliver of percentage left and it's still usable so unless your unable to see the bar and know to save it, your fine.
Okay and? As killer, you're gonna be running around the map and should probably scout out where hatch is if it's coming close to a hatch game. Hatch only becomes usable after 80% of the match is done, whereas Moris can be available very early in game.
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@csandman1977 said:
As a survivor player, i find my teammates do more harm than the killer. Im not talking abput just being bad at the game, although that is a problem at times. Im talking about purposely doing things to get other survivors killed.
It happens quite often and irritates me more than anything a killer does.
Sorry if the title was bait. No im not talking about every survivor. Just the arseholes
Yeah, i get that. Had a game once, two survivors dead. I found hatch before the other survivor, and she decided to alert the killer where we were, and got him to team up against me, and showed him where I was. Got me killed and he let her escape.
It was really irritating since that survivor did nothing all game, so they didn't deserve the escape personally. It was even more irritating that the billy agreed to team up.
then another game against a doc, me and last survivor, she was on struggle on hook, but i was across the map, i was not getting the escape because this doc was a face-camper. After waiting a few seconds and seeing that I wasn't coming, he decided to search for me. I had found hatch and i was trying to signal to the other survivor to stop struggling because there was no point - we wouldn't have escaped. But she didnt, and she got me killed as Doc and his BS ability found me.
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@PlantCollector said:
I'd say both roles are easy to play but hard to master.
You also have to level up other killers to get their teachables too, so i don't know where you see the big difference here between killer and survivor. In fact the "meta" survivor perks are almost all from free characters.
Regarding some insta down killers, you just need to know how to play against them.
I don't see the big advantage you have as killer when you can see the survivors in the lobby. If i want to equip a mori i don't have to look if they are swf or not because i can do it whenever i want. Also, in my opinion, there should be a chance for the killer to bring certain perks against survivors if they stack certain items, because there are addons for some items or items ittself that can change the outcome of a game very easily.
Regarding the bloodpoint gaining for each role, i also don't see a problem. You have access to both roles, if you think one gives you more bloodpoints than you can play that role if you want the bloodpoints so badly.
Also if you talk about big advantages for killers, there is also swf, which i personally dont mind because i play a lot of 2man swf, but the fact that swf gives you a lot of information and you can coordinate your plays is also a big advantage for the survivor side.
The point isn't about teachables. But the perks that killer players like to complain when it comes to survivor are usually teachables that you get at level 35/40. Whereas one of the most complained about Killer perks is a base-game perk.
Again, with those killers, my point is, that escaping can become near impossible since they can stack these abilities and etc. I dont mind the extra challenge but it can be very annoying having to run into it game after game.
I'm not complaining, it's what i do, I only play killer for bloodpoints, I just think it's unfair how disproportionate the bloodpoint gain is between the roles - especially since bloodpoints in some cases are shared among the survivors.
As for SWF - this is entirely the developer's fault. in-game voice communication should've been in the game from the beginning, you're playing in a team and should be able to communicate. Whilst having this information useful, it doesn't necessarily turn the tide for the survivors in my experience.
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@Desh said:
1.) Nice bait. Especially since you created an account to stir the pot.
2.) You can get the same amount of points as a Survivor compared to Killer if you run WGLF and you actually play the game decent and well rounded. So that means not solely being a Gen Jockey, chasers, or altruistic.
3.) When you go against potato survivors or people who aren't on the same skill rating as you (I.e the imperfect matchmaking system), of course you're going to get a 4k often. But that also sounds like you only play the same Killer over and over instead of trying different killers that have different learning curves. I get 4ks on Freddy more often than any other Killer in the game but if I play Demo, it's drastically reduced because I'm not used to his style yet.
4.) Only information you get on Survivors at lobby is the items they carry. I rarely change perks for them unless they either A) Bring a Key or B) 3+ have flashlights. Nothing else provides you game changing information.
5.) NOED isn't a clutch perk. Especially when that means a Killer is rocking only 3 perks until it possibly activates. Do bones and get back to me on how Clutch it is. If all 4 Survivors go down because of NOED, it sounds like you guys refused to adapt to the situation and aren't good Survivors. And if you all get 4ked before NOED kicks off, it sounds like the Killer had enough skill to take you down before it became a problem which again, comes down to your skill.
Even though you have to level up other Survivors for their perks, you forget that those "meta" perks are all technically FREE. Aside from DS, you can get all the META perks from other leveling up other characters or just getting the basic perk like NOED (I.e Spine chill). If NOED is what you considered to be overpowered and a meta perk, you and I are not in the same rankings then at all.
6.) A killer has to have the time and speed to grab a Survivor. If you let a Killer grab you, that means you took the risk of doing whatever it is you were doing instead of taking the hit and escaping. I've been glitched countless time because I attempt to grab a Survivor on gen and they abuse the system by glitching me, then going back to repair the gen so they can finish it.
Hooks can be disabled with tool boxes, perks, or body blocking before the hook. But instead of using their tool boxes to save people, they rather gen rush. Instead of using different perks to save people, they rather use "meta" perks. Instead of body blocking (which is the most common), they're across the map doing god knows what else.
7.) It's Bubba. If you get caught in the open against Bubba, that sucks. But he's easy to counter at specific tiles. And not every Killer can counter loops. And even then, Killers should be able to counter loops. If they couldn't, then there would be no sport, challenge, or point of trying if all you have to do is run the same loop over and over until Gens are complete or Killer walks away.
8.) Killer's add-ons only work on chance. Use Death Slinger's pink add-on where it makes you exposed when getting speared at 15 meters and come back and tell me how guaranteed that was.
9.) The complaint isn't clutch perks. No one ever calls them clutch perks. They call them second chance perks. Dead Hard, DS, Unbreakable, Sprint Burst, Adrenaline, BT, etc. Most of the perks you get consistently throughout the game while NOED only activates in the endgame where that's a possibility assuming Survivors did something else besides doing Gens. Keep in mind, I'm not saying there's anything wrong with those Second Chance perks. They're fine and I don't see why people complain. (Aside from DS but that's because people abuse it instead of using it what it was intended for.)
Blood Warden isn't a clutch perk. Corrupt Intervention only works for the first 2 minutes of the game and can no longer be used so idk how that's considered a clutch perk. Pop is to slow down Gen progress and only works when they hook someone, not a clutch perk. And do you mean all Perks? Because all perks on Killer punish the Survivor for attempting to escape. It's not like the literal premise of the game is to kill all Survivors before they escape.
10.) But you can't win a game with no perks because you clearly said and I quote, 'I play with only 1 base-killer perk whenever i play killers.' Yes it is possible to win a game with no perks or add-ons. But that is extremely rare in the higher ranks which clearly you're not apart of.
But nice troll post :)
- I didn't create an account to stir the pot - it's not bait either. I've only started using these forums a few days ago, and my confirmation email wasn't being sent out so I couldn't actually start using the account until today.
- Getting the same amount of points as survivor is harder than it is on killer. There are many reasons for this - running against tunnelers that won't engage in chase with anyone else, face campers. Not only this, but you're competing with 3 other survivors for some of these points such as altruism. I've had plenty of games as survivor where the killer gets easily 30k points, compared to the survivors which had to share their points.
- What do different killers got to do with this? People are going to play what they want to play. I've played few killers and still get 4k, again, with no perks because i don't invest in my killers. Who people play as killer has nothing to do with this because people are going to play who they enjoy/like playing against the most.
- That is STILL information that you have. You can also predict what perks a survivor is going to have. It is still an advantage that a killer has over survivors, it doesnt matter how much you deny that. People also have expressed that they get targeted by killers if the killer recognises their name.
- I don't think you understand what 'clutch' is. NOED is definitely a clutch perk because it allows the killer to quickly regain control over the match if the survivors have completed their objective - the perk can turn the tide for killers, or even simply apply pressure to the survivors. I'm not complaining about NOED in itself, but I'm comparing the hypocrisy of killer players complaining about clutch perks when their biggest clutch is a base-game perk.
- I don't really understand your point there? items are usable and on a resource meter, killers abilities, addons and perks are permanent. Killers do have time, if you utilise your time as killer incorrectly then that's on you. lol?
- Annnd i don't think you understood my point. There is only so much that a survivor can do against a killer, and some addons that I find on killers are very 'unfun' and not very sportsmanlike. Some killers and their perks can make some perks utterly useless for survivors. The only players that have limited time in the game are survivors, two hooks and you're out (this is even if you're playing against a team that will work with you)
- That's a sacrifice that the player makes when putting that addon on. But the other effects are also permanent in how they work. Once a player's items run out, they can't use those addons either. everything is temporary for survivor.
- First of all, Adrenaline is also an end-game perk that can be utterly useless if the survivor is at full health when last gen pops. Decisive, Unbreakable, Deliverance and etc are one-use perks. Decisive can be wasted if the survivor isn't picked up (or misses their Decisive), Unbreakable only works if the killer is slugging, and Deliverance can be totally useless if the killer tunnels you right after it. Sprint-Burst, Dead Hard and etc are exhaustion perks that can be used once and have a cooldown that sometimes only starts if the survivor stops running. Survivors don't even know if a killer is going to run NOED, cleansing totems in this case can be utterly a waste of time if the killer isn't running NOED, and totems are a side-objective that are intentionally meant to be optional, not a requirement. I tend to cleanse totems just in case (and if i run into them). Blood Warden is a clutch perks as it literally denies escape and forces the survivor to either rescue their teammate or to hide until it's duration runs out? I really don't think you understand the meaning of clutch, I've had killers run blood warden against me and manage to secure their kills because I'm literally denied escape. Corrupt intervention can deny objective for survivors in the beginning which is wasting their time. So yes, it is a clutch perk that can tilt the game in the killer's favour by not having to monitor those generations.
- I ran most of my killer experience with no perks, and only recently have i started to run one perk to spice up my gameplay as it was getting dull, and prior to that I was still getting 4k games frequently. You say, 'higher rank games' but it's funny because if you played killer properly you would realise that you don't have to even get high in the ranks to start being placed against red rank survivors. Once i hit rank 15, the game started to continually place me against red ranks, and it has been this way the entire way to my current rank which is rank 8. lol.
You sound like a salty killer main that can't handle the truth that the game favours killers heavily, and playing killer games is much easier than playing survivor, but that's just denial when you're biased i guess lol
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1231401#Comment_1231401
So you survive quite often? And get 4ks often?
That suggests that there is some balance than.
I generally survive quite often as a solo survivor, I've made a previous post showing my last ten games. https://forum.deadbydaylight.com/en/discussion/126150/solo-q-survivor-experience-on-ps4#latest
This is more of an issue with matchmaking rather then my skill vs killer. But the same can be said when playing killer, it literally takes one bad survivor for the killer to win the game and there are alot of boosted survivors.
I get 3ks/4ks often but I acknowledge that it's because x survivors were really bad in that game etc then there are games where there isn't a weak survivor and it's those games that you realise that you are powerless.
Granted it doesn't happen often thanks to the sheer amount of potato survivors.
I don't think there's much of a balance.
I'm a red rank survivor, and whilst people love to rip to pieces the ranking system, i'd like to take some merit to my survivor playstyle/skill for reaching red ranks. I run to killers from all over the ranks, sometimes i get put up against a level 20, and sometimes a rank 1. I see the significant differences in knowledge and playstyle, but it all starts to blend into one when I see killers at rank 12 and so on, where the grind becomes real.
Personally, I tend to go for the most confident survivors first, and yeah, sometimes i see a survivor doing absurd things and i sit there and ask why? but this is also a byproduct of the lack of communication that the game offers in a team based game.. oh the irony.
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@xRem said:
This isn't bait or rhetorical, why don't killers have something that compares to keys out of chests? Game after game I keep seeing and then bam, 3-2 people get a free escape because luck.
Why is there no killer counterpart to this?
Because you have a higher chance of getting ebony moris in your bloodweb than survivors have a good chance of getting purple items. The Items take up space in their bloodweb which otherwise could be allocated to getting more perks for them and etc.
Not only this, but items are on a limited meter, moris aren't. you don't just run out of a mori half way through and suddenly the survivor survives. lol
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@gamemaster1 said:
I like Claudette the most. Who do you like the most?
Feng-min, i like sneaking around with her. Plus it annoys my boyfriend since he hates the outfit that i wear on her lol
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1231393#Comment_1231393
How often do you survive?
As survivor? varies on the day in all honesty.
But the only games that feel like breezes as survivor are when we're clearly playing against a new killer player. Other games are mostly in some forms a grind - whether it's to get gens done or to keep the killer busy. Usually I can escape if one person on the survivor team is sacrificed in favour of others escaping - but that's not ideal as that person runs the risk of de-pipping or whatever
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@ermsy said:
The only thing that makes killer easy are potato survivors. If all survivors are competent then killer being difficult is an understatement.
I politely disagree with your opinion, I've gone up against tough survivors or survivors that think they're cute when they try to flashlight save their friend and I still manage 4ks frequently. If a survivor team manages to outplay me and escape, then good on them - killers have several advantages over survivors and it's very obvious.
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I would've posted before, but this stupid website wasn't sending me my confirmation email for days. :( so i got to miss out on some juicy threads whilst i had to spectate behind essentially a locked account lol