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Sylhiri

Sylhiri

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Sylhiri
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  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2875578#Comment_2875578

    Camping and tunneling results in killer getting kills.

    Repairing generators results in survivors escaping.

    Its stupid if you only see it from 1 side.

    For the above, are those methods the only way to achieve the objective?

    Wouldn't camping and tunneling just mean bypassing the main gameplay loop to reach the objective as fast as possible?

    So basically for survivors it would be like having keys around the map and the hatch spawning at the start. You bypass the main objective for an easier one to get faster results.

  • I don't like getting camped or tunneled but it's hard to blame the killer when it's mainly a bad design issue. I can see the reason that it won't get permanently fixed is because whatever meta or issues the game has, killers are always able to default to that playstyle.

    This allows killers to still be able to play the game and get kills during bad design issues that are added. Basically a cushion for the lowest population in order for the game to function.

  • Not sure why BT isn't a perk that applies to the user instead of a teammate.

  • I don't think it would matter. As long as the power is available people are going to use it

  • Maybe Kinship as a standard for hooks but instead applies when a killer enters the area and only pauses the hook progression while the killer is in the 16m.

  • @ObservantOfTime said:

    I will chase and hook the first survivor that comes into my vision, and there is nothing anyone can do about it. What am I supposed to do? Ignore you, wish you a good day, and let you work on that generator while I go and look for someone else? Come on.

    If you're always the first to be found, perhaps you're playing the game incorrectly. Some people just hop on the gen in the centre of the map, and then wonder why the killer is on their butt. Entirely avoidable. Some people try and hide behind a tree that's half the width of their character model, and wonder why they get caught. Also entirely avoidable. Though, if the killer is running Lethal Pursuer then there's a 1 out of 4 chance there's nothing you can do about it. Survivors are the killers objective, and I don't blame them for taking care of it. A survivor wouldn't just ignore a half-repaired generator and go look for another one either. k

    Survivors are there to be sacrificed, and someone is always the first one. That's just how the game goes.

    I just find it odd that there are survivors within range, way easier and in worse positions and the killer will walk right past them.

    I had a game where I had to literally body block a killer in a hallway to give another survivor a better chance to escape. He hits me then continues to chase and tunnel the other survivor.

    Ok, back to gens I guess.

  • I've only gotten 200 hours but I decided to binge it lately after a long break. Not super impressed with how the game turned out. It's either dedicated focused tunneling or facecamping until death and both scenarios are just...boring. You can bring BT or DS but that really doesn't do much since the killers focus hard on you regardless. I don't get to use most of my perks or use interesting perk combos.

    I think the frustration kinda reached the end point and I'll end up taking a break again. I really hope the game gets better in the future because it wasn't this bad. It never used to happen every. single. game.

  • @Tsulan said:

    To boil it down, there are 2 reasons:

    - killers not enjoying the current game speed. Where it's common to lose 2-3 gens around the first hook. Thus playing less and less.

    - survivors not enjoying the queues. Where it's common to spend more time in the lobby than the actual match.

    In my experience when we didn't go hard on gens at the beginning the game quickly snowballed into the killers favor. After the 2-3 gens the game usually slows down, sometimes substantially.

    I have no idea why the start of the match is like that but it seems like the best case scenario for getting an escape or longer game is to pump out those 2-3 gens as fast as possible.

  • Odd, when I started Survivor was a lot harder then Killer. As killer there are the random matches where I get more experienced players that destroy me but in most cases I can go into a match with no add-ons and one basic perk and do fine. Many times better then fine as I usually let one survivor live when I could 4k. Sadly I remember I went AFK to get a drink in the middle of a match, survivors got 2 gens and I still killed them. Since it's way easier to get bloodpoints on killer then survivor I'm using all BP from killer to level up my survivors.

  • I think you shouldn't get bloodpoints for a first hook mori. I'm pretty sure the Entity would rather have the match go for as long as possible.

  • @AlbinoSquirrel - Have you considered making the hook struggle automatic?

    This has been considered several times, and rejected. The devs want the players to feel involved, and so mashing a button helps the gameplay of fighting against the Entity and the sacrifice. They've considered changing how it works, however there are no plans for automation.

    =================

    To be honest it only feels involved for the first week or so, which then becomes tedious. Having some kind of arm spasm, drink spill or anything that causes you to accidentally remove your finger from the spacebar for more then a second and remove you from the match feels terrible and very annoying.

    If a mechanic doesn't enhance gameplay or people rather find ways around said mechanic such as some kind of autoclicker or mouse wheel then it pretty much loses it's original purpose. Personally I would want people to feel engaged with a mechanic rather then be annoyed at it.

  • *survivors see potential Mori*

    Survivors: "I guess we better gen rush to actually have a chance at surviving"

    Killers: "I only Mori'd you because you guys were gen rushing"

    *visible confusion*

  • Why not just make Mori's something that punishes gen rushing.

    Survivors pop the third gen, the killer would mark every survivor for death (as in able to be mori'd) for 1-2 minutes.

    During which time if another gen is popped while the timer is going down the timer is refreshed and doubles (so if it was 2 minutes it would be 4).


    I dunno, just an idea. It just seems odd that Mori's have substantially more game impacting power then any other offering.

  • In addition to having it only work during ECG, you could always make Key's into offerings like Mori's. Each player would need to run the key offering in order to use the closed hatch during ECG (because it would close after each person). You can move some of the key add-on's to the map.

    Of course Mori's should be adjusted so that we can all enjoy longer matches.

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