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@ACEvHEARTS said:
https://forum.deadbydaylight.com/en/discussion/comment/683242#Comment_683242
Oh, don't get me wrong. He raises some solid points. But it's the attitude behind it that I find problematic. It's his arrogance about it and his difficulty addressing counterpoints with grace.
Ehhh, can't say I really agree with you there myself.
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@ACEvHEARTS said:
https://forum.deadbydaylight.com/en/discussion/comment/683221#Comment_683221
Perhaps "belittle" was a strong word. But he does have a way of making you feel stupid for having a different opinion. He may not necessarily always say "That's stupid" (though he does that on occasion too), but it's his body language and tone that make it quite apparent that your opinion is not valid to him.
If you ever want to check it out, he had a long talk about balance today at the beginning of his stream. You can go back and watch the VOD (saved stream) on his Twitch channel and just kind of see that air that I'm talking about. It's somewhat hard to explain, I'll be honest.
I mean, I've heard what he says about balance. I don't agree with everything he says, but I am kinda in agreement with the overall message he is sending. I usually only see him get more adamant about his stances when he is either hella salty or when people are trash talking him.
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@ACEvHEARTS said:
https://forum.deadbydaylight.com/en/discussion/comment/682440#Comment_682440
I feel like he whines more than he used to, actually. I still watch him because it's kind of a morning ritual for me before work, but I find myself rolling my eyes more often than not. I used to be subbed but I ended up canceling a few months ago because I couldn't justify giving my money to someone who talks a big game about entitlement but has quite a lot of it himself.
Don't get me wrong, everyone is entitled to their opinions. But Tru3 will actively belittle you in front of his whole chat if your opinion is different from his. Because he is using "observational fact" and is "good at being analytical," and everyone else is "arguing from emotion" and "creating a false narrative." I even heard him call someone a moron the other day for commenting on his build. Don't even get me started on the fact that he accepts builds for $10 donations and then talks ######### about every build a viewer gives him. You're getting cash money to play it, dude. Play it and don't complain about it the entire time, or stop doing dono builds.
This is also just a personal pet peeve, but I hate the fact that any Fog Whisperer talks a bunch of crap about the devs. You were selected to be an ambassador. Don't bite the hand that feeds you. Not that you can't disagree with the devs, but he often calls them stupid and more-or-less insinuates that he'd do a better job than them. He acts like he's the smartest person in the room and that arrogance is so off-putting.
Is he belittling people, or is he just voicing his disagreement? I admit I watch his Youtube channel more than his stream, but from what I see, the only people who he really goes out of his way to put down are people who trash talk him.
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I don't agree with everything he's saying, but I do agree with the overall ideal that the general balance is not at an ideal place. High level gameplay can become fairly lopsided for most Killers, solo Survivor play can be miserable, there can be a point where a decent number of Killers can't win no matter how good the player using them is as long as the skill level on the Survivor team kinda reaches a certain threshold.
I don't really like the idea of nerfing SWF or identifying them in the pre-game lobby (post-game is a-okay, though). I do want there to be ways to bring solo Survivors closer to the level of SWF, though, as once you do that, it is much easier to see what is just unbalanced between Killers and Survivors overall and not just unbalanced when facing either solo players or SWF.
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I mean, a 4k should be no more guaranteed than a 1, 2, or 3k. You can either slug to try and raises your chances of that happening, or you can sacrifice/kill the third and roll the dice on the last one. Your call.
@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/681902#Comment_681902
*Angry in Tombstone*
Dammit, I just realized I'm gonna have to do this again on PC.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/681033#Comment_681033
Its not a matter if it works, its the only perk that gets worse when tiered
This. I know there are a few perks that people prefer lower-tieres for their own reasons, but Discordance is the only perk to my knowledge that becomes straight-up worse the higher the tier.
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@altruistic said:
It’s used in 86%+ of games at R1.
You’re not going to get any traction here since so many people crutch on the perk.
Don’t worry though. Self Care was used by 80%+ of Survivors at one point. This made them all scream “OP!!!! Please nerf!!!!”
80%+ of Killers use Ruin? They need it. /s
In all fairness, nerfing SC showed that they didn't actually need it because it turned out there was a better alternative.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/673360#Comment_673360
Firstly the wiggle bar won't pause when he hits someone, it literally regresses. It is quite detectable by human eye, unlike his missed attacks. At missed attacks the wiggle bar is barely moving, basically doesn't move.
Secondly, when he has no cool down at all, makes him accelerated. He moves faster than any perks can provide by doing something against normal game play. Do you honestly believe this movement style is completely normal and not like a miner gone crazy?
It might cost him 3 perks I haven't seen on anyone else just running Mad grit. But it completely ruins that game. I thought insidious basement camp is boring to play against. But this right here. Makes it impossible to escape killer grasp or avoid basement. On Coal Tower map, he could carry every and each survivor down to the basement while still managing to chase and hitting others in the process. It is not just frustration against a player. If this is the exact purpose this is designed for, it is frustration against developers. I thought they were against the designs that don't have a counter.
What possible counter play do I have here? When a killer chases you while carrying another survivor almost as fast as normal. And that carried survivor will get hooked in basement no matter what you do? I really can't seem to find any. Could you help me find one?
Mad Grit does not speed you up. Source: I am a frequent user of Agitation + Iron Grasp + Mad Grit because it is hilarious.
The counter to this is to bait the Killer to go after you so you can drop a pallet on them. It won't always work, but when it does, the Killer threw away a perfectly good hookin'. Remember that the Killer is not running at normal Killer speeds even with that set up.
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I believe it is first person to have their command picked up by the game. So I guess latency?
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My eleventh perk is also Discordance. Woe is me. Pls change.
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Monstrous Shrine
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/680511#Comment_680511
Well perks you want being on another Killer is what we have now so that's no different.
Also, I agree about the Bloodmarket on mobile, I'm not saying give us the Blood market lol we can keep the web but give us the perks lol
Well, currently if you want to get A Nurse's Calling on, say, PS4, you can just play every other Killer and funnel all your Bloodpoints into Nurse. On mobile, you have to play Nurse.
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The downside is that if the perks are on a Killer you don't want to play (Getting Nurse's Calling will be a nightmare), you are kinda SOL.
Also, me no likey the Blood Market from a Killer standpoint (I like it for Survivors, though).
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I'm not sure what is less deserving of a buff: Keys or Toolboxes
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Florida Man. Make of that what you will.
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Doctor because he's basically a supervillain. I may not play him anymore, but he still holds a place in my heart.
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@Fab said:
Just count to 12 seconds when carrying a survivor. I think it’s 12 seconds... it might be 14...
I go by the number of grunts, excluding grunts that interrupt other grunts. 10 grunts sets them free; 11 if you have Iron Grasp.
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Matilda
Jaws
Just those two. :P
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Note that people still respond to the Tru3 videos by saying that he wasn't playing efficiently and made too many mistakes.
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I get what OP is trying to say, but boy did they choose a bad topic title.
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@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/676847#Comment_676847
It's best if the game was balanced around low level and high level play, otherwise you'll have players quitting in the lower ranks due to how unbalanced the game is.
Okay, then lets just end the discussion here. No matter what I say, you'll still disagree with me, even though my points are valid. I mean, I don't know what else to say since you're not explaining why you still disagree with me. Also, saying it doesn't happen all the time still implies that its situational.
I now understand that you got confused with what I was trying to say but like I said, the only reason keys are good in swf and bad in solo que is because of the disparity in information the two modes give to survivors, which is why I think it needs a buff.
The game should still be enjoyable in low play, but that does not necessarily mean that it should be balanced around it. Many games strive to be balanced around high-level play, and they are more than able to do so without compromising low-level play.
I disagree with you because I think it is very possible to find the Hatch in a reasonable time, I think it is very possible to find one or more people to take with you once the Hatch has spawned, and I don't think being in solo play prevents that.
Furthermore, I disagree that keys are bad in solo queue. They don't need to be buffed IMO.
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The way I see it, if this is something you can solve with a little mark you make yourself, may as well just make it an actual thing in-game. Just have it be something you can toggle on/off in the Options.
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@LastShoe said:
"WEEEE, I CAN USE ONLY ONE MORI AND I GET NON STOP SURVIVORS WITH INSTAHEALS, WEEE"
"WEEEE, I CAN USE ONLY ONE INSTAHEAL AND I NON STOP GET THE KILLERS WITH MORIES"
Also… this is not a solution, it's just hiding the problem under the bed.
This, pretty much.
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@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/676690#Comment_676690
The better survivors aren't the majority, which is what I'm talking about. Even if they know where all the hatch spawns are, it's still based on rng so they have to run all over the map to find it. It can take a while or it can take a short amount of time, but in the end, it's still inconsistent.
Finding someone without any aura perks/addons will take ages and you know that. Even if you found another survivor, they can get chased by the killer or become preoccupied with other objectives. You don't get many situations where its possible or better to open the hatch than doing the last 1 or 2 remaining gens, which is what I've been trying to say. It's too situational and you seem to be agreeing with me since you're saying it doesn't happen all the time.
Once again, I mentioned this because it's situational. You won't always get a chance to show a survivor you got a key since everyone is doing their own thing.
My point was that even if survivors knew you had a key, it wouldn't matter that they have that knowledge since it won't work on them anymore. Also, some survivors won't remember or know you have it most of the time so you have to remind them, which is why I said that if they die, then letting them know you have a key was just pointless. If a survivor doesn't like bringing one in game because it doesn't work often, then that means it's too situational, not because they're incompetent. Any other item in the game works throughout the match even without addons but keys only work towards the end, when all the gens are done or when survivors get killed with most of the gens done. If you add the fact that the hatch spawns randomly, the way keys work is mostly based on rng.
Okay, so now you're contradicting yourself again. I said keys need a buff because it isn't that good for solo que players and then you said you don't disagree with me, but now you're saying I can't convince you that keys need a buff.
This honestly feels like a pissing contest at this point since you're just making me repeat myself over and over again so if you don't have anything new to say, I'm not responding any further.
"The better survivors aren't the majority, which is what I'm talking about. Even if they know where all the hatch spawns are, it's still based on rng so they have to run all over the map to find it. It can take a while or it can take a short amount of time, but in the end, it's still inconsistent."
One, we ought to be balancing the game around high-level play, so I'm not concerned with the lower-level players in this case. Two, I'm not convinced that finding the Hatch takes as long as you seem to imply, even if you get the raw end of RNG.
"Finding someone without any aura perks/addons will take ages and you know that. Even if you found another survivor, they can get chased by the killer or become preoccupied with other objectives. You don't get many situations where its possible or better to open the hatch than doing the last 1 or 2 remaining gens, which is what I've been trying to say. It's too situational and you seem to be agreeing with me since you're saying it doesn't happen all the time.
Once again, I mentioned this because it's situational. You won't always get a chance to show a survivor you got a key since everyone is doing their own thing."
I don't agree with your assessment. Also, me saying "it doesn't happen all the time" is not me agreeing that it is too situational.
"My point was that even if survivors knew you had a key, it wouldn't matter that they have that knowledge since it won't work on them anymore. Also, some survivors won't remember or know you have it most of the time so you have to remind them, which is why I said that if they die, then letting them know you have a key was just pointless. If a survivor doesn't like bringing one in game because it doesn't work often, then that means it's too situational, not because they're incompetent. Any other item in the game works throughout the match even without addons but keys only work towards the end, when all the gens are done or when survivors get killed with most of the gens done. If you add the fact that the hatch spawns randomly, the way keys work is mostly based on rng."
If the person you were hoping to hop into the Hatch with dies before the Hatch is there, you just find someone else. This isn't as hard as you are making it out to be. Also, what you're describing is starting to get into the whole "incompetency" thing. And yes, I would very much argue that it is a sign of lack of skill. That's like saying "I don't like bringing in Adrenaline because it's too inconsistent."
"Okay, so now you're contradicting yourself again. I said keys need a buff because it isn't that good for solo que players and then you said you don't disagree with me, but now you're saying I can't convince you that keys need a buff."
NOOOOOOOnonononono. I thought you said that in general solo play needs some sort of buff. That I can get on board with. I did not realize at the time that you meant that we should buff keys. I am 100% against the idea of buffing Keys.
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@HatCreature said:
https://www.youtube.com/watch?v=7_yixIT0p58&t=2597s
I've been watching and using this, it gives builds for every Killer using only base perks and then suggests advanced builds.
This video is very helpful. Many thanks for posting it here.
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@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/676526#Comment_676526
I was specifically talking about solo que here so bringing up swf was just unnecessary. If you think it's easy to find the hatch, then that's great, but I'm talking about the majority of players here. There are 32 maps and all of them have spawns that are different from one another. I know some will spawn at the same location like Badham with the boiler rooms but you get the idea.
I'm talking about situations where it can be a pain to get a survivor to follow you. I mean, yeah, if you can get near a survivor and let them know you got a key, then it's fine, but that doesn't happen all the time since they don't know where you are most of the time so they end up running the other way. Plus, not knowing you have a key means they're not going to bother searching for you. I've already stated the reasons as to why keys are hard to identify so I'll move on.
I agree that you can just drop it in front of them while working on a gen together, but there are times where it's better to just work on a gen by yourself instead of searching for another survivor.
Even if you show them the key, they need to stay alive in the late game for them to escape with you, which is what makes it so situational. It isn't an issue, but it's part of the reason why I think it isn't as good as you think it is, which is why I brought it up in the first place. Dying before the hatch spawns isn't due to incompetence since it depends on the situation (mindgames, tunneling, camping, strategy, type of killer, perk build, etc).
In an earlier post, you said, "I'm down for rebalancing both Keys and Moris. "Giving either side the ability to end the game early just does not sit right with me." You then replied to my post by saying, "The problem is with being able to open it prematurely and escape with 2-3 people. It is not as difficult as you make it out to be to find the Hatch before it's open, find someone, have them follow you to the Hatch, and then make the escape." Bringing up the fact that keys aren't that good and needs a buff for solo que was the whole point of this argument but now I'm not sure what we're arguing about since you're just contradicting yourself.
"I was specifically talking about solo que here so bringing up swf was just unnecessary. If you think it's easy to find the hatch, then that's great, but I'm talking about the majority of players here. There are 32 maps and all of them have spawns that are different from one another. I know some will spawn at the same location like Badham with the boiler rooms but you get the idea."
The better Survivors are able to find the Hatch pretty reliably. Not every time, but certainly more than you are making it out to be. Not even "best of the best." Just "better."
"I'm talking about situations where it can be a pain to get a survivor to follow you. I mean, yeah, if you can get near a survivor and let them know you got a key, then it's fine, but that doesn't happen all the time since they don't know where you are most of the time so they end up running the other way. Plus, not knowing you have a key means they're not going to bother searching for you. I've already stated the reasons as to why keys are hard to identify so I'll move on."
I'm not saying it happens all the time, but meeting up with a Survivor by chance is not some rare occurrence that you can't rely on if you are trying to escape with the Key. If you want to find someone, you will eventually do it.
"I agree that you can just drop it in front of them while working on a gen together, but there are times where it's better to just work on a gen by yourself instead of searching for another survivor."
Why wouldn't you do a gen instead of searching for someone if you have the means to? I'm talking about something you do in between doing your objectives, not something you go way out of your way for at the expense of your objective.
"Even if you show them the key, they need to stay alive in the late game for them to escape with you, which is what makes it so situational. It isn't an issue, but it's part of the reason why I think it isn't as good as you think it is, which is why I brought it up in the first place. Dying before the hatch spawns isn't due to incompetence since it depends on the situation (mindgames, tunneling, camping, strategy, type of killer, perk build, etc)."
Considering that someone needs to die before the Hatch spawns early, that's not exactly a bad thing for you. Dying before the Hatch spawns isn't inherently incompetence, but someone believing that the Key isn't worth using because they find that they are more often than not unable to stay alive long enough to use it is a pretty strong sign that they may not be that great of a Survivor.
"In an earlier post, you said, "I'm down for rebalancing both Keys and Moris. "Giving either side the ability to end the game early just does not sit right with me." You then replied to my post by saying, "The problem is with being able to open it prematurely and escape with 2-3 people. It is not as difficult as you make it out to be to find the Hatch before it's open, find someone, have them follow you to the Hatch, and then make the escape." Bringing up the fact that keys aren't that good and needs a buff for solo que was the whole point of this argument but now I'm not sure what we're arguing about since you're just contradicting yourself."
If you are suggesting we buff Keys for the sake of solo play, you are never going to get me to agree with you.
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The Killer could just sit right by you until they were sure you were going to die, so the instances where it would actually make a difference are so few and far in between that it wouldn't really be worth it for the instances where all it really accomplishes is just delaying the inevitable.
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If it were up to me, I'd scrap it entirely and find some way to incorporate his friends into his Killer power.
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@Chocolate_Cosmos said:
*Clown crying in corner*
Just give Clown balloons that he can use to fly through the air. Problem solved. Except not because of interior areas. But still.
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@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/676082#Comment_676082
I'm not sure what you mean for the swf but whatever. I know I already said this earlier, but memorizing all of that is still pretty difficult. Plus, it still spawns at a random location therefore it still takes a while to find it, even if you know where all the locations are.
I wouldn't really call that incompetence since there can be many reasons why they're focused on what's ahead of them without knowing I'm behind them. Plus, If I had Bond or Empathy, there's no way they'd be able to see me from a distance.
I was talking about the early game or before the hatch spawns. You do this when you find the key from a chest or to remind them that you have it since it's easy to forget that they brought it in due to how small and dark it is. The main issue with keys is that it only works towards the end of the game where you're most likely to die before even using it. The aura addons are pretty garbage due to the channeling so I wouldn't count those. I don't know about you but I think they really need a buff for solo que players since they only work effectively with good information, which solo que players lack.
"I'm not sure what you mean for the swf but whatever. I know I already said this earlier, but memorizing all of that is still pretty difficult. Plus, it still spawns at a random location therefore it still takes a while to find it, even if you know where all the locations are."
I mean that it is good as solo and even better as SWF. And I'm just gonna have to disagree with you on the Hatch taking a long time to find.
"I wouldn't really call that incompetence since there can be many reasons why they're focused on what's ahead of them without knowing I'm behind them. Plus, If I had Bond or Empathy, there's no way they'd be able to see me from a distance."
Unless you're trying to get their attention from waaaaaaaaaay out, I can't imagine a good reason why it would take more than a couple of seconds to get their attention.
"I was talking about the early game or before the hatch spawns."
Why? As long as the Hatch isn't in play yet, there's no reason to distract someone from doing gens so they can look at your key.
"The main issue with keys is that it only works towards the end of the game where you're most likely to die before even using it. The aura addons are pretty garbage due to the channeling so I wouldn't count those"
That's not an issue. That's just how the items works. If you think you're "most likely to die before using it," that says more about the player level than about the item itself.
"I don't know about you but I think they really need a buff for solo que players since they only work effectively with good information, which solo que players lack."
I don't disagree with that, but keys being problematic doesn't really factor into that discussion.
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@ad19970 said:
I mean, they'll reduce the grind with the upcoming patch. Do you know that?
Unless they make it so you can guarantee which two perks you get, I worry it won't be as helpful as one would hope.
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@MisterTIBS said:
https://forum.deadbydaylight.com/en/discussion/comment/640681#Comment_640681
So come endgame, with one survivor remaining and the hatch closed, do feel free to explain how the remaining survivor has any chance at all of opening an exit gate?
Shoulda grabbed the Hatch.
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Absolutely. No idea why it hasn't been changed yet.
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@Raidoku said:
My friend there is a rather easy way to deal with moris whenever the offering screen pops up and I see killer using secret offerings im checking my NAT type even if I find out it wasn't a mori I love wasting killers secrets offerings usually 95% of the time its mori they need to change how it works two hooks and then mori is fine one hook and then a tunneling killer is stupid so I have a perfect solution until its fixed.
What?
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@MsFrizby93 said:
How about instead of asking for gameplay changes just git gud or git lost, not every game has to be tailored to your perfection.
and anyone that uses ‘balance’ as a excuse are just kidding themselves, there will never be true ‘gameplay balance’ in a 4v1 match that only lasts 12 minutes with unique perks/items and unique killer powers with certain addons.
quit crying and adjust your gameplay style or realize that DBD isn’t aimed for your hello kitty adventure island free handouts.
mori’s and keys make the gameplay unique and interesting, and besides if a killer is blowing through a ebony within 7 minutes of the match they aren’t going to get many points and will only safety pip.
does anyone actually use their brain or just automatically cry OP when you happen to have a few games where this is being pulled off.
and yea don’t get effing hooked, it’s possible to mindgame through a whole match with SWF or solo, don’t cry for nerfs or ‘balance’ because you flat out got wrecked up the booty hole. I know it’s so hard looping a killer through 10 minutes /eye roll
the only thing I have a issue with keys is being able to reopen if the killer closes but even then i adjust my play style to either focus the key players or not. If you focus the key players they are no longer a issue until the next potato picks it up off the corpse.
"How about instead of asking for gameplay changes just git gud or git lost, not every game has to be tailored to your perfection."
Nah, that's just ignoring the problem.
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@Raffaell said:
that what im saying ...
Your OP is talking about how Ghostface is overpowered, but what you're describing is just a bug. He is certainly not overpowered on the whole.
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@TRB124 said:
Funny how killers get access to a wide range of perks and powers that take away a health state yet something that gives the survivors an extra health state is considered broken...
It all depends on how it's executed.
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Doesn't the Mending Bar only go down if the Killer is not within X (32, I think?) meters of the Survivor, Terror Radius or no? I am fairly sure that is the case with Feral Frenzy, at least. If Ghostface is bypassing it with Night Shroud, isn't that just a bug?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/674924#Comment_674924
You sure? Whisperers with M&A on Pig is amazing.
Though, probably not amazing in high ranks, I suppose. It's probably too slow to go around sneaking sometimes even if you know when to crouch.
Whispers + M&A is a good combo, do not get me wrong. I would just rather use the one slot for BBQ than the two for both of those. Or you can just use all three and have it all. Nothing wrong with that.
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@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/674960#Comment_674960
Okay, then I'm not sure why you brought up swf in the first place. Yes, it does spawn in specific locations but its still random on where it spawns so it still takes a while to search for it. Plus, knowing every single hatch spawn for every map is still difficult to memorize for players with hundreds or even thousands of hours into the game.
It takes a while for you to catch up to them depending on the situation. I mean, I know you can drop it in front of them to let them know you have it, but even then, you still need to hope that that survivor doesn't die early. Overall, they're just too situational and won't work most of the time, which is why I still don't think they're that good.
I brought up SWF to signal that what I was describing was the worst-case scenario and that it can only get better from there. And solid Survivors have things like the totem spawns and Hatch spawns memorized pretty well.
Firstly, if it takes you that long to get a Survivor's attention and they're not, like, trying to make a Hook save, then either you or they are doing something wrong. I would probably chalk that up to incompetence. And idk why you need to hope they don't die early once you are leading them to the Hatch. It does not take that long to lead one person to the Hatch. I really don't think they're nearly as situational as you make it.
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@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/674892#Comment_674892
I'm talking about solo que here. Keys just aren't that good in solo que since you have no communication and not that much information on whats going on. Swf with voice chat gives you communication and information so that makes keys a bit op for them. Searching for the hatch when there's only 1 gen left is situational really. If a survivor is chasing the killer for a while, then it's better to just get the last gen done. If not, then looking for it is better, but you can still get punished if you take too long or you just can't find it. You need to decide which is the right play, depending on the situation.
I didn't really factor teammate incompetency into this. All I said is that sometimes, a survivor doesn't know you're near them with a key so they don't turn around and keep running the other direction, which I don't blame since like i mentioned earlier, lack of information and communication. Plus, they can be focused on whats in front of them for good reasons like going for the save, watching the killer's movements, etc. Seeing a survivor bringing a key in a match is very difficult since it's so small and blends into the environment. Sometimes, I just do something else while the game is about to start so I have no knowledge of a key being in the match.
And I am largely talking about solo queue as well. For skilled Survivors, it is possible for them to check places where the Hatch is expected to spawn (since, like most other things, they spawn in specific locations and aren't just anywhere on the map at complete random). Just my opinion, but I think you overestimate how difficult finding the Hatch is. It's not as simple as finding the Hatch in one-two-three, but you can find it without too much fuss if you understand where to look.
Sure, a Survivor might be occupied with something else and not see you at first, but you should be able to get their attention pretty quickly if you start following them. You don't need to see them bring the Key into the Match at the start for you to be aware (perhaps they got lucky and found it in a Chest). You can just see them come up to you at some point holding the Key and then go from there. Someone being pre-occupied with a hook save is a different story, but that isn't really the sort of scenario I'm talking about.
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@[Deleted User] said:
BBQ isn't strong. There's a multitude of ways to hide from the perk.
Or are you telling me you'd rather killers start running better tracking perks like Whisperers, Or Nurses Calling? Because I assure you, those perks do a hell of a lot more tracking and do it better than BBQ does.
Meh, I'd rather run BBQ than either of those perks. Can't play around it as effectively when you've got a Reverse Bear Trap on your head.
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@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/674787#Comment_674787
I already thought of this scenario and I still think it's fine. Most of the time, it's better if you just got the last gen done instead of searching for the hatch, since it could take too long. If you already found it, you have to search for the others and have them follow you, but sometimes, they'll just run the other way without looking back, not knowing you got a key. The only time you should open the hatch with the others is when you get 3 genned, the hatch location is known, or it's just you and 1 other survivor left, but even then, you and the other person can get caught easily since both of you are running all over the place trying to find it.
I disagree, for the most part. Obviously, if the fourth gen pops and you've got the last gen close to finished, you are better off just popping that sucker and going from there. But if you have the Key, the fourth gen clears, and you have no way of really knowing at that moment what the progress of the other gens are (assuming in both scenarios that the Hatch has spawned), your best bet is to just go for the alternate finish line right there. At that point, you are able to play much more stealthily because you aren't forcing yourself to sit on a Gen that the Killer always knows the location of, and once you do find the Hatch, all you really need to do is find one other person and make it back. And that's assuming you're playing solo. If you are in SWF comms with even one person, it's just a matter of one of the two people going "K, I found the Hatch; meet at X location." Meanwhile, if the Killer suspects that someone has the Key and is going for a Hatch play, not only do they need to be conscious of that, but they still need to be conscious of the Gens in the event that their hunch is wrong.
I don't really factor teammate incompetency into this. If they see that you have a key and that you are motioning for them to follow you, it's on them to put two and two together. You don't need to be Sherlock Holmes to figure out why someone holding the key wants you to follow them if the Hatch has spawned.
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@Frosty said:
@TAG i think there is a place for "op" abilities in a game like this, just at a vast reduction of frequency. If it happened once every 50 games for a survivor, it would probably bring a sense of urgency rather then discontent. Perhaps there could be a limit on how many you could have in inventory as well too prevent stock piling.
Ehhh, can't say I agree here. I think if you want to have something powerful and game-changing, it should be something that you have to work for or that comes with a trade-off. Not something just randomly handed to you every now and again.
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@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/674749#Comment_674749
Mories definitely need a nerf but I think keys are fine. Finding the hatch is very difficult and it takes a while to spawn. If the person with the key is the last one alive, then you're gonna have to defend both the hatch and the gate. If you can't then tough luck. Overall, they're just not that good since it's only useful towards the end of the game and you're most likely to die before you even have the chance to use it, unless you just don't care about the other survivors and get out through the hatch all by yourself.
Just my opinion, but I think you are understating the impact a key can have. Keys are fine IMO when they are used to open the Hatch after the Killer has closed it. They're also fine, oddly enough, for a four-man Hatch escape because that requires the gens to all be done, so all you're doing at that point is using an alternate means of escape when the primary means is accessible. The problem is with being able to open it prematurely and escape with 2-3 people. It is not as difficult as you make it out to be to find the Hatch before it's open, find someone, have them follow you to the Hatch, and then make the escape. Even if there are three people left and you only get two out, the Killer is now suddenly stuck with only two kills at best and at risk of only one with no warning. And the worst part is that there is little the Killer can do about it outside of being in the right place at the right time. They can't even counterplay it with something like Franklin's Demise because there is nothing stopping someone from just noting the Key's location and picking it up later.
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@Frosty said:
What if ebony moris just became more rare?
I don't think rarity increase is a good way to balance something OP. It just makes the imbalance happen less frequently instead of lessening its impact on a game.
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I'm down for rebalancing both Keys and Moris. Giving either side the ability to end the game early just does not sit right with me.
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Usually ignore it, though if I know I am already losing, I figure I may as well.
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@Kilmeran said:
Yes. Peanits stated in a couple of threads about MM that it is bugged right now. They aren't sure why it's bugged, because they didn't do any tweaks on their end. They're trying to find what's causing the bug, but have nothing to report to us as of yet.
I've actually stopped playing until they get it fixed.
Really hope they figure it out before the DLC goes live. Because if Stranger Things does bring in new players, this MM bug will surely drive them away. I haven't played in months and just came back. Due to being away for a bit, my rank dropped all the way to Rank 19 thanks to multiple Rank resets, and at Rank 19 killer I was facing teams of purple and red survivors. That should never happen. And it wasn't an SWF thing, because there were absolutely no low-rank survivors on the teams.
"They aren't sure why it's bugged, because they didn't do any tweaks on their end."
Reminds me of Magic the Gathering Online. They touch one little thing, and suddenly Panglacial Wurm breaks in half.
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@starkiller1286 said:
So the perk is literally a hinderence with no positives?
I mean, it has positives. It's just that giving the Obsession a boost and making them immune to the penalties creates this weird contradiction where the Obsession is the strongest Survivor (barring player skill) and thus the one you want to take out first while also the reason your perk does anything and thus the person you want to take out last.