Avatar

Wahara

Wahara

About

Username
Wahara
Joined
Visits
0
Last Active
—

Comments

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498579#Comment_3498579

    Honest question.

    Would you continue to play, if you´d encounter someone who suicides on the first hook, every single match you play? Turning every match into a 3vs1 at 4-5 gens?

    It's not every match. It wasn't even like that before the DC bans.

  • This is literally why stuff like gen slow down gets stacked because they're too afraid to make chase and stealth perks good.

    Well, I'll take part of that back. They have been giving stealth perks some love. Plaything is balanced, Trails of torment is decent now, I just think hysteria needs its notification removed for how short it lasts.

  • Omg, I didn't even know that! That's awful. The handholding they do with killer perks amazes me.

  • @DavidHypnos said:

    A 10% haste + undetectable is very strong so it needs to be situational.

    It's just a weaker trails of torment when you think about it.

    Haste is redundant with undetectable. Chances are you've closed enough distance having snuck up on them to get the hit anyway.

    It's a dumb perk, like most killer haste perks. It should just be a haste bonus after kicking the gen, with a longer duration depending on how much the generator regressed, imo. That way it's tied to something you can semi control, you get more haste duration depending on how much the gen regresses, i.e your ability to defend the generator. Or extend your haste duration based on how many hits you get within the radius of the kicked generator. Whatever, you get the idea.

  • Devs tried to say hag was the shortest killer they could make because of modeling issues, but victor shows that isn't the case. FOV could be an issue but you could just design their power with that in mind.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498202#Comment_3498202

    I would absolutely welcome another killer haste perk. PWYF can be a bit... cumbersome to use.

    Something like: each unique survivor hooked grants a stack of 2% haste, each survivor sacrificed removes a stack.

    All killer haste perks suck. PWYF occasionally doesn't suck, but most of the time sucks. I'd be fine with MFT if we had haste perks that were actually useful and tied to something we could control, or even better, your skill! I'm imagining 5% haste that you get rewarded if you end a chase in under 30 seconds, that lasts until your next down instead of hit. Stuff like game afoot is just pitiful.

  • I think map offerings are fine. A lot of builds are map dependent. I love doing all hex perk hag on Lerys, for example. And survivors have fun with boil over on Crotus Prenn. Being able to tailor your build to a specific map is part of the fun and unique charm to the game. I think being able to do stuff like that is great.

    Maps are unbalanced, sure, but I don't think it's fair to ban map offerings because of that. It's overkill and addresses the symptom of the problem, and not the problem. My only criticism would be to have more killer sided maps that let us do fun builds.

  • @Ch0mp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498352#Comment_3498352

    Normally, I'm a bit more amenable to spirit of the rule arguments, but did it escape you that the rules explicitly forbid the use of new survivors as well? I don't think it's possible that the rules couldn't mean that.

    The intent behind the rule is to make sure people have enough time to learn how to play against new content, i.e spirit of the law. While it says "survivor" I think that's clearly a case of redundant verbiage. If I say "No running, sprinting, or jogging!" through the hallway and you take a bicycle, you've misunderstood the obvious message which was "don't go fast" The obvious message here was "don't play with an unfair advantage"

    You can make the argument from potential bugs but I think that's seriously reaching and not what they had in mind. It's just redundant wording that wasn't analysed too closely, a salty player is abusing it to reverse a completely legitimate victory, and getting away with it.

  • I'm not surprised to see how many pedantic boot lickers are in this thread. There's the old phrase that the "spirit of the law" comes before "the letter of the law" and that kind of philosophy should be promptly applied here. If they had any sense the rule should be immediately revised, team eternals disqualification reversed, and that killer should be banned for being such a weak and petty #########. No one should have time or patience for these games. This is DBD, not jurispudence. The organizers should use their discretion and not let this guy make a clear mockery out of their tournament.

  • I think it's a seriously contrived concept.

  • Wiping traps away hasn't been too much of an issue for me except for on brighter maps, but I at least can sympathize with your perspective.

    An increased lunge range could also do the trick. Even something like the camera pull lasting an extra half second or something would be good - the crux of the issue is her traps. Her teleport hits are just too inconsistent. Especially now with the MFT meta. (Still not as bad as dead hard) Whatever that buff looks like, increased lunge, basekit hindered, longer lasting camera pull, can be left to the imagination as long as people understand the problem is with her traps. Buff. Her. Traps.

    I don't think anything else you could give her would really matter unless her traps are actually threatening. 115% movement speed still won't mean anything if her power is non existent against an experienced team.

  • @Dwight_Fairfield said:

    I think its more a case of them being swayed by statistics. They have even outright said Trapper has a good pick rate and kill rate even at high MMR and so they have no intention of changing him.

    The very same MMR that's meaningless?

  • I play her a lot still. I mained her since 2016. She's fun. I like running variations of stealth builds on her. Hysteria, Plaything, Haunted Ground, and the fourth I experiment with - it's usually gearhead or Franklin's. I get tired of running gen slow down on hag and figured if I'm so slow the best way to close distance is to sneak up on people. The build works well most of the time. Hysteria is my favorite hag perk. Stealth let's you play a little more aggressively and go after people caught with their pants down.

    She feels better to play after the COH and dead hard nerfs. She's still shut down pretty hard by teams that know how to trigger the very edge of the trap and be outside of teleport range, but that takes some practice to get good at. You don't see that terribly often but it still feels awful when you experience it. I wish more people played her. Her snow ball is still one of the funnest things in the game, in my opinion.

    Hopefully the devs will get it together sometime before I die and figure out that she needs a basekit buff to her traps. Counter play should evolve and change based on the flow of the game where both killer and survivor can do something. When hags counter play is understood the buck stops there and she's just completely neutered, that's it.

    As for hag camping, you know you can crouch, right? Unless shes face camping, that's really not going to work unless she has mint rag, so that's on you if you trigger that. It's just a little annoying when I'm always accused of camping because I won't take obvious bait and let someone run me to the other side of the map where I don't have traps. Yeah, I'll chase you as a 110% killer with no power, sure dude.

  • She didn't have a re-work. And the complaint wasn't that traps are counterable, but that they're too easy to counter and possess virtually no risk to the experienced survivor. Her counterplay is free AF. The fact you think she needs a nerf of all things is pretty outrageous. If you think you have to bring a flashlight to keep hag from setting up you weren't really interested in absorbing what I posted.

    As for what most people perceive to be true, that's not really a point because "most people" can be wrong, but even taking that on its face its wrong. Most people put her in C, B if they're sentimental.

  • @Cryptikk said:

    Hag being a weak killer is a hot take?

    To some. Mostly delusional hag mains. I remember being in the hag discord awhile back and they all act like only four people in the world know how play her properly. I don't know, sometimes I feel like people can be reallly pretentious about this killer in particular, overstate her strengths and are dismissive of her glaring pit falls. Like Otz videos, I love the man but I feel like he's greatly contributed to people thinking she's this 9000 IQ big brained hard to play killer when in reality she just sucks.

    The only thing the teleport has going for hag is the phantasm which will sometimes force hits because of the camera swing if spaced properly but even that's countered by walking backwards. If the phantasm actually locked you in place even for just one full second they'd be something to actually have a healthy respect for, or at the very least make sure she was outside of teleport range before attempting.

  • Decimated Borgo. The gen spread on that map is ass.

  • The only kind of buff that would be sort of understandable for Hag would be the ability to cancel or continue your forward momentum upon teleport, so as to get more consistent hits. It *is* kind of annoying to mash the teleport button, but your slow 110% moving ass still has to pick up steam again to catch up. I only say that because that would feel more like a fix than a buff.

    But otherwise, no. She's very strong in her current state and has the best snow ball in the game. If you're getting bullied, that's most likely because your camping gens with your traps. A lot of people fall into the trap that hag is "a defensive killer" and don't go chase outside of their control areas, which basically means you've resigned yourself to having your back against the wall from the start.

    I find the most luck trapping pathways and common routes I know survivors take to get to point A to point B opposed to simply trapping loops.

    Place 4 or 5 traps, then start looking for people. You can lay the rest as you swat/shoo people off gens. If you have a full web down, play really aggressively, herd/corral people into your traps don't just wait until they come. Don't retreat to an easily defendable cluster until late game, because unless you have one or more people dead or on death hook by then they can easily break through.

    If you're going up against a true bully SWF team that knows aggression is the optimal way to counter hag, then there isn't much you can do except camp the ######### out of them, but those teams are rare. Most people think urban immersion is how you counter hag lmao

  • I think it's important to note that inaction or hesitance/resistance to action is just as important in determining who's voice holds the most sway at a given time, such as the dev's outright refusal to touch gen speed times (which is agreed, typically, by both sides to be an issue) and releasing bandaid or gimmick perks to mull over a core problem with the game is a valid example of catering to a casual audience. Well, using the term "catering" pre supposes intentions, which I guess is unfair, but that's the effect. It should also be noted that the stated changes we did manage to get took constant and consistent complaining. It took YEARS to get old DS reworked, just as an example. By comparison, the nurse has been consistently nerfed over and over, when not even the nurse has stood a chance against the best teams running the best perks.

    And since most people agree that the ranking system is only semi accurate, I don't think that's a fair metric to judge who is and isn't competitively viable. If we're judging simply by viability at red rank play, every single killer is viable. The game is perfectly balanced. I held rank 1 on PS4 with wraith, and he's widely considered low to "meh" tier. Competitively viable entails that you stand an equal chance against the best of the best, not decent, not good, the best. Hence, why I asked in the opening post whether discussing how to design a competitively viable killer was the wrong place to start, and whether the ranking system was where to begin instead.

    In regards to spirit, I don't really see how she's easy to play, but that's just me. I've always struggled with spirit, but let's just say that's true. It's not really a relevant argument for a nerf - lots of characters in many different games are powerful with little need for advanced, technical skill. That's usually the recipe for what makes something top tier to begin with. As an aside, people made the same argument that nurse is brain dead and simply muscle memory - no skill involved, so naturally I'm skeptical about people who say the same for spirit. The ability to predict movement based observing previous patterns *is* a skill, not a game of dice as most people seem to suggest.

  • I find subjectivity to be a poor argument in regards to game balance. This isn't a philosophy class, no one actually thinks being camped or tunneled is fun. No one thinks 2 gens popping by the time you finish your first chase is fun. If you're throwing the subjectivity argument to justify bad game design you clearly have a vested interest in doing so, don't even play.

  • I don't think you've actually played against an aggressive team that knows how to play offensively against hag if you think it's that simple, tbh.

    1) her teleport hits are great but they are also really inconsistent given that her forward momentum is halted upon teleport

    2) Someone who's popping your traps would wait until they're confident you couldn't teleport back or if they're was a strong loop nearby

    Ulysses' team has curb stomped a lot of premier hag mains this way, even if you try to force a survivor off of a tile with a trap they can send in another teammate to pop it and there's little she can do.

    Hags counter play is literally to bully her lol

  • @AngryFluffy said:

    It depends heavily on the situation.

    If it is the end of the game, only one gen left or the exit gates already powered and there are 3-4 survivors still alive, I can understand if they tunnel or even camp.

    But I can't understand it, if they do it right at the beginning of the game, without any reason and probably ruin still up. It just destroys the game for the one survivor entirely and, in my opinion, shows lack of skill.

    I play both roles and I never tunnel or camp, and still get my kills, without ruining the game for anyone. The only time I do it, is if it is the only person I can find and even then I probably just down them and slug for pressure and giving them a second chance. Or if they disrespect, like tbagging, healing in front of me or trying to finish a gen infront of me, I also don't really care if I tunnel or not. If the killer approaches you should better run or you might get hurt.

    A thousand times this.


    You're either 1) new or 2) a douche if you do this

  • Simply make it to where you have a reduced terror radius in or out of a chase, you lose a token if you hook the person you just hooked, but you have the ability to keep your tokens permanently even if the obsession dies, if they die, someone else immediately becomes the obsession. As long as you're juggling like the perk is asking you too, you should keep your stacks.

    This way, you get to KEEP your reward for being a killer who spreads the pain instead of tunneling someone down and that reward is actually worth it.

  • I concede that many of the changes have been good for both parties, (as I believe I clarified in my opening post, saying that DBD has come a long way, balance wise) what I'm disputing is the on going narrative that competitive wants don't matter because the game "designed" to be casual, as if that's the final say in the conversation, mostly coming from survivor mains, but people who play killer as well.

    Where the conversation is in the community typically dictates what the developers next course of action is. This months conversation has been largely centered around spirit, and the developers have responded with a rework. If the conversation is moving toward a consensus that the game is only meant and designed for casual play, I think that influences the development teams inaction or action towards the games progress. We don't ever want that to be something they can fall back on when people are calling for meaningful change.

  • One tired point that many revisit is giving the killer tools that incentivize going after multiple targets. The sad fact of the matter is, there will be situations that the killer finds themselves in where lame strategies like tunneling will be their most optimal path to victory. I'll cite one example where the developers have succeeded and one where they have failed.

    The success story, in my opinion, is the dying light + thana combo. This combination is extremely strong on killers that have good pressure. I run this on hag with nurses and ruin. Ruin gives me set up time, people get caught in the web, I get multiple people injured, and then I start getting stacks of DL. I play very aggressively after my web is set up and corral survivors, then mid to late game I retreat back and focus on guarding a 3 gen. I typically have 5 or 6 stacks of DL and no one, God rest their soul, is getting anything done. I rarely feel pressured to tunnel unless I'm going up against a 3 plus tool box team. So, A+ to the developers on the dying light rework.

    The failed example is furtive chase. It's very clear the developers designed this perk to encourage the killer to switch targets, but the reward you get for doing so is near worthless. Your stacks are erased if the obsession dies, and the terror radius is only reduced in a chase. If they simply reworked the perk to where the terror radius was reduced in or out of a chase, and you kept your stacks so long as the person who died was the new obsession, the perk would be amazing! The killer would do their damndest to switch targets, and it wouldn't be over powered, because there would still be immense risk to abandon a chase a killer knew they could win in favor of seeking out another stack.

    So, I do think one of the first places to start is incentives, but where the developers are struggling, in my opinion, is making the incentives more optimal than simply shoving out the weakest link in the game. An incentive has to be designed to be stronger than the strategy you're trying to discourage, otherwise, don't bother.

  • I don't get the fuss about about corrupt intervention on hag. It can gaurantee you set up time but during those two minutes, people are likely to spy on you and figure out how you prefer to construct your web. Or you can get some dickhead with object who sabotages your set up while everyone else hides. I can only see it working well with whispers, otherwise I'll just stick with the rng ruin gives me. Sure, it can be destroyed in the first 30 seconds but that's like, 1 in 6 games on average for me. It usually lasts long enough for a hook.


    I currently run dying light, thana, ruin, and some form of tracking perk on hag. It's performed pretty consistently so far.

  • By the way, for killers that get anxiety about when or when not to leave hook, get infectious fright. It's an amazing perk and catches people hiding waiting for you to leave.

  • I don't think any killer *likes* tunneling, but what are you supposed to do when you're behind and you can't keep up with the pressure? Same thing with camping, I don't like it, but if my back is against the wall, what am I supposed to do, fold?


    :/

  • @Mediva said:

    Lets face it, if you bring those add-ons, a survivor wont have much fun. They probably dc-ed when you hit the real one very quick and they got downed real quick. And lets be fair, if they played this match, they would have walked away with maybe a safety pip because of what you decided to bring. How is that far to them? To me, this is the most broken add-on in the game. i have played many matches, but a huntress with this add-ons is just a very onesided killer round with almost no chance for the survivors. You decided to wanna play like this. They decided they rather opt out. I cant blame them. I understand fully. And yeah, I probably would have done it too, or more likely, suicided on first hook You only have so much free time to play. then these matches are just a very waste of time. Why place this when you can have a good nice, not tryharding game as well?

    Your decision to use broken add-ons, their decision to leave. And face it. They depipped as well from it. Because of you and your decision to bring it. There are no winners in games like this. Only killer maybe if they didnt leave. there is nothing for a survivor in a match with these add-ons.

    The extension of this logic is that survivors can justifiably DC from anything they're going up against that they consider OP. Nurse? DC. Spirit? DC. The game? DC. Lery's? DC.

    It's a false equivalency.

  • @Steve0333 said:

    Try tunneling in red ranks. By the time you kill that one survivor you've been chasing all game while ignoring everyone else, all the gens will be done. This is why the higher rank you go, the less tunneling and camping you see. Really good killers don't do it. tunneling is a mark of a bad killer that struggles to get out of green ranks.

    People tunnel in red ranks all the time. There's a difference between throwing the entire game to kill one person and tunneling someone off hook out in the open. A good killer will tunnel when its optimal and they won't when it's not. This notion that good killers or red rank killers don't camp or tunnel is just silly. It all depends on the situation you find yourself in. It takes good awareness to know when and when not to tunnel/camp/slug and there will be situations where either of those things will be your most probable path to victory. That's not on killers, the game is simply structured in a way that allows for those things to be effective strategies at times.

    Instead of getting mad at killers about it, get mad at BHVR and tell them to redesign their game.


  • @[Deleted User] said:

    Because it’s not fun for the survivors.

    Unfortunately, hooking everyone on rotation 12 times is not really feasible against good teams so you sometimes have to play a little bit campy/tunnelly if you want to win. Being rushed out of the match and teabagged in the exit gates is not fun for the killer either, so you have to decide whose fun is more important to you. Most survivors prioritise their fun over yours so it’s fair if you make the same call, imo.

    That sums it up pretty well. I play killer and survivor, though, I mostly play killer precisely because I know how it feels to be tunneled and camped for an entire match. That being said, while I believe tunneling and camping are competitively justifiable, especially when you start dipping into try hard ranks, it's much more difficult to defend when you have a lead. If there are 5 gens still on the map and you pursue death hook straight off hook, having the full opportunity to go after the rescuer, that's dickish and I won't hear otherwise.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/770595#Comment_770595

    The way I see it, not seeing where a survivor is hooked is currently the ONLY reason to try to blind survivors. However, to get any use out of this, you need to blind ALL survivors. The Third Seal hex allows for this, but you'll typically hook the first survivor you encounter. The other 3 will still be able to rescue like normal and then, BOOOOM, hex gone.

    The one-minute blindnesses effects are pointless..... How often do you hit all 4 survivors, and then hook one, within a 60 second period?

    This is why there needs to be some direct, scary, inhibiting, "I-dun-wanna-deal-with-that" negative effect applied to the survivor who is actually blind. Whether it's for the duration of the hex, or even for a minute, some sort of visual decline would be useful. The ideas I've seen above could all be possible solutions for this.

    I think this post illustrates how most people don't use third seal properly. If you're running third seal, you want to use it on a high mobility killer like Billy, Hag, Nurse, or Wraith with speed add ons - killers that can injure multiple people quickly. This usually isn't too difficult considering most of the time survivors all start on the same side of the map. The last thing you want to do is commit to a chase when running third seal.

    And it also isn't true that you need all 4 to be blind in order to get usage. That's only if you go up against a full 4 man SWF team which is rare anyways. Even if there just two people or three people blind, the team is going to have trouble coordinating who's in charge of the rescue. When you combine third seal with anti healing/tracking perks, people can't even catch their breath to go looking for the totem.

  • Old thread, but one thing that people haven't mentioned is trapping popular line of sight blockers. Dense clusters of trees on Macmillans, the tall grass patches on Yamoakas, that (I can't think of what to call it) rectangular block in between the two houses at the end of street on haddonfield, are good places to trap. Survivors crouch to these places and when they see you leave, get up and book to the next gen and pop your trap.

  • Additional details: Lighting on the older maps looks absolutely terrible. Macmillan looks like it has multiple floodlights shining on it. Autohaven Wreckers is covered in a foggy green miasma, and Coldwind Farms maps look like they've been sprayed with Agent Orange. The new Ski Lodge map looks fantastic, however. The overall brightness of all the maps makes scratch marks extremely hard to see, as previously I relied on contrast of their brightness to discern them. Additionally, the game becomes very dark when going indoors.

    Basically this. I left the game because of it. Dark places are too dark, and bright places are too bright. In particular, the lighting by the log pile on Macmillan's is so much my eyes squint.

  • @Orion said:

    @NoShinyPony said:
    So what should the 4 different objectives for survivors be? The community and the devs have been thinking about introducing 1 additional objective for the survivors (see Halloween Petula Event which was an experiment). The problem is: A fitting objective hasn't been found since it's not an easy issue. If you are not asking for 1 but 4 objectives, then I'll ask you: What kind of objectives?

    And another point: While you are getting chased you can't do the objective. With the current system it's not a problem as the other survs are doing the team objective. But how is a survivor supposed to do their personal objective if they are getting chased?

    There are already five interactible items programmed into the game (I said four in an earlier comment, but I forgot one): pustulas, chests, totems, Jigsaw boxes, and generators. Most of the programming is already done. They have spawn rules, interactions, etc., all finished. All that's needed are some new models for new goals, using the same rules as the current ones. Hell, they could even be a random assortment of these items.

    If a Survivor is getting chased, then they can't do their personal objective. They'll have to actually win the chase, or avoid getting into one in the first place.
    You don't think it's a problem that being chased is currently not a major concern for the Survivor?

    I don't know how I feel about the same rules, unless you meant something different from what I'm thinking. I would prefer the new objective actually be somewhat interesting that requires a bit of thought on part of the survivor than merely pressing a button. If it's just another item they have to walk up to and press R1, then ######### it, don't bother.

    Something along the lines of:
    -" find X pieces of a ITEM NAME HERE and assemble it at the NEW SPAWNED INTERACTIBLE to gain 1 ITEM NAME HERE after the trial.

    I was thinking something more a long the lines of this. In the discord, I discussed with some people the possibility of searching for tattered pieces of Hugo's journal, that you have to find throughout the map, and each piece has a hint/riddle as to the other pieces location. It doesn't have to be exactly that of course, but something that actually makes you use your brain a little bit would be nice.

  • I quite like it. An extra objective has been tossed around for a while now, but survivor specific objectives is an interesting twist that I enjoy. The only issue is if the objective is mandatory for survivors it will be interpreted as a nerf and the survivor base will protest.

    At any rate, an extra objective, optional or mandatory (likely the former) is definitely looking like the best solution at the moment. Even if it's not a "fix" it would make things drastically better.

  • Every killer would trade NOED for ds immediately because NOED is a joke compared to DS

    That's the damn truth.

  • DS has to be nerfed because as it stands, two or three gens can be completed by the time a killer finishes a single chase, even he/she pressures well and chases correctly (I'll present video evidence if you come at me on that one, so if you do, you best not miss) Assuming the chase is against a DS user, all that time they put in has a high chance of amounting to nothing if they're able to get to another loop or urban evasion/iron will into some decent cover while you're still in stun.

    If you find the DS user first and say to yourself "######### that, it's only going to waste my time" and save them for later which is what most killers do, you take a huge risk. One, that survivor is granted a huge amount of power because they know they're basically untouchable. They can do gens or look for totems with impunity.

    And NOED is bullshit. Yes, it's more counterable than DS is, but saying "lol just cleanse totems" is an obstinate simplification. It's not that easy if you can't communicate with your team how many totems have been done. Plus, how many people actually run small game? Not a whole lot.

    The only real surefire counter to NOED is small game and a 4 man SWF group that can keep eachother all in the know.

  • The percentage of survivors that can consistently hit great skill checks at rank one is significantly small. There are reasons to not run ruin that are legitimate, but that isn't one of them. You don't choose to not run a perk in fear of a whopping 5% (I think? There were stats released. It's somewhere around there.) of survivors.

    The only real reason that carries any weight for why ruin suffers is the poor RNG, otherwise, it's a damn strong perk. And while I grant RNG is an issue, that chance to slow down the early gen rush is so critical to securing early game momentum that it's worth the coin toss. It doesn't need to last the whole game, it only needs to last long enough to do its job, which is a hook before one gen is complete, preferably. Which RNG aside, it usually does do that much.

    @ "But totem spawn locations"

    Sure. Really experienced survivors know where a lot of the spawn locations are, but again, the actual percentage of rank one players that know where every single spawn is at is pretty low. Most only know the obvious spots by heart, i.e next to a gen or inside/outside killer shack. Again, not running a perk in fear of an extremely small subset of survivors who know every spawn location isn't a good idea.

    So, that brings us back to RNG. Which, yes, ruin gets boned by bad luck sometimes, but so do a lot of powerful perks. Sometimes I go entire games without getting to actually take advantage of haunted ground or make your choice, but they're still strong. Honestly, I think people just pick on ruin because it's still as meta as it ever was, even after the healing changes that people claimed would be the new meta. Survivor mains in particular like to take a dump on ruin because know it's powerful and like to reduce its use to killers not knowing how to pressure well, lol.

  • @UltimateHit47 said:
    I feel like just getting to rank one is easy. I feel like it should be more like “Play 25 games at rank one and keep the rank throughout”. That would be worthy of some sort of reward, rather than just reaching it.

    Oh, that might actually be something. It never occurred to me to assess someone's skill by how consistently they maintain rank one.

  • Yeah, that's another thing. I lose scratch marks super easily now. Like, I honestly thought people were running lightweight when they weren't. The glare is especially bad for me on maps like mother's dwelling.

  • It works well-ish. I guess if you want to remove the safety pip than fine, but before we could even consider that, you would have to refine the ranking system to be a much more approximate determination of skill. Because as it stands, and as I've mentioned in previous posts, people that are good at the game and people that are God like at the game are both in the same spot, rank one, and that's a problem.

    If the ranking system was accurate enough to determine that your loss was simply because you were over ranked, then yes, away with the safety pip. At the moment the ranking system is good at putting you in a rough ball park of skill but that's it. You can expect rank 1's to generally be decent, but if I have my ass handed to me by 5k plus hour P3 nurse, depipping isn't an indication I was over ranked. It's an indication that the ranking system needs an extra something to account for the greats.

  • Didn't I just grant you that that your skill would carry you to high rank irrespective of RNG?

    "All but the most extreme" like, if you consider 1 in every 10 matches (easy) the most extreme of cases.

    There's also the fact to consider that you may not necessarily be playing badly, but the opponent you're going up against is simply superior. I don't think it's fair that I should depip if I'm still playing well and making decent plays but my opponent is simply a caliber above me.

    In my opinion, a depip should be given if you're playing like #########, not simply because you lost. I think that was the entire concept behind safety pips to begin with, and it's a good one. You seem to main killer based on your posts. Do you think you should depip against a team of DS?

  • You could just refine the scoring system to be more accurate, like say, creating extra emblem bars that assess other areas of skill.

    The only reason I don't like the idea of removing the safety pip is that while it's true if your meant to be in a high rank, you'll get to a high rank, you can come across a lot of ######### matches in a row. As survivor I've depipped from rank 1 to rank 4 and then back to rank 1 again. There's too much variance in RNG, how close you spawn to the killer, how quickly ruin is found, etc.

    I don't want to be punished with a depip when I know I played well.

  • See, everyone loves to talk ######### until you take the gloves off and present video evidence.

    I can find a thousand more just like it.

    GEn RUsh nOt rEAl, prEssUre tEh mAP, y'all can 100% shut the whole ######### up about that.

  • SWF isn't even the crux of the issue, it's the speed in which gens are completed. SWF only magnifies the problem.

    https://www.youtube.com/watch?v=rKEyiBiVO_c&t=530s

    Take for example this clip featuring truetalent going up against the clown. Ruin is immediately destroyed, the clown does the right thing by abandoning the DS user who is only going to waste his time, and two gens are popped before he gets the down.

    The clown in this game makes big mistakes afterwards continuing to tunnel true but the first two minutes he plays his cards right and still loses two gens almost immediately.

    Look me in the eyes and tell me the clown just needed to pressure the map and that it was his lack of skill or inability to chase that caused this. I swear, you people are in hardcore denial.

  • I'm a Hag main when I go killer and ALWAYS (even with SWF's) got 3/4K.

    Okay, that's bullshit. Even pro killers have the odd four man escape. To say you ALWAYS get 3k's and 4k's is a blatant lie, unless you're an undiscovered DBD prodigy. Like, I main Hag and I get mostly 3k's and 4k's but will occasionally lose. If you're winning every single game at rank one, you need to hop on the hagger's den discord asap and tell us what you know that we don't.

    There is literally no killer so good that he/she wins every match. If you have to say that to bolster your credibility than you automatically lose it.

  • @Wolf74 said:
    "Pressure the map" is the new "Just break the pallet".

    You forgot "just hit them" xD

  • How terrifying.

    Anyways, because I'm feeling cheeky now.

    Getting hardcore gen rushed?

    LOL PRESSURE THE MAP

    Broken loops?

    LOL PRESSURE THE MAP

    DS, insta heals, purple flashlights?

    LOL PRESSURE THE MAP

    Map too large and generators too far spread out to apply consistent pressure?

    LOL PRESSURE THE MAP

    "Pressure the map" three magical words you can say which have become near vacuous and devoid of meaning to use against those pesky, cry baby killers that just need to get good. Try it sometime!

  • @only1biggs said:

    @Wahara said:

    @only1biggs said:

    @SilverMaster said:

    @only1biggs said:

    @SilverMaster said:
    I am not lying. Gen Rushing is a problem. First time I am above Rank 5 and I am feeling cyberbullied. This is ridiculous how survivor sided this game is. The only way to block Gen Rushing is being a perfect nurse and I can understand it's hard to balance the game but. It doesn't make any fun if I find a survivor and hook him and boom two gens done. I mean really? I don't even have a chance to "pressure" them if I am carrying a survivor which is really good at looping (at rank 5 and above everyone is good at it) and I have a Pallet Eater Demon Build (Spirit Fury, Brutal Strength, Enduring and BBQ (for farming sum points) ). Also several killers need a buff or a rework (Like freddy or piggy).
    I don't want in a game where is one or two perks are essential (NOED and Ruin). Just balance your game.

    This has to be bait.

    It's never been easier for killers and "gen rush" just means you haven't started well or pressured correctly (not chased properly).

    Sorry, but..."git gud"

    Dude? What the? Just read the comments. "git gud" Hmm... Kinda difficult when I am trying to pressure while dragging the survivor on a hook and immediately two gens done. Yep. git gud. Maybe buff Killer or Nerf Survivor how about raising the time to finish a gen from 80 to 120. Or remove toolboxes.
    But ayyy git gud. Yeah, thanks for that.

    Did you read ANYTHING before I apologetically used the term "git gud"?

    How about this... in the scenario you described (two gens popping when you finally catch someone), This happens because you didn't catch the person fast enough, because you didn't find them quickly enough or you didn't chase correctly.

    That's nonsense. Assuming ruin isn't in play and the presence of two or more toolboxes, that is beyond a likely scenario that has nothing to do with the killers skill.

    ...Okay?

    So you want survivors to do what exactly? Wait for you to catch someone?

    Let's say those two gens do pop when you get someone on the hook. Now you go get another survivor. Now there's no gens being done because people have OTHER objectives to complete, such as helping their team.

    Or, just exclaim everything reasonable is "nonsense" because you're not good at the game? Your choice.

    Take your obtuse rhetorical question and shove it up your ass, obstinate twit. No one was saying that, the thread was discussing how killer has become unfun to play, and you erroneously tried to simplify the matter in terms of "getting good" like most survivors typically do when they don't want to acknowledge their advantages. I challenged you on that and you clearly don't have a leg to stand on save for moving the goal posts. But I'll humor you. "No gens getting done" isn't likely in an SWF group because they would designate someone to be the rescuer while keeping everyone else on the objective. Even in random groups with the frequency of bond, it's not hard to see who's closest to getting the save so can you can stick to what you're doing.

  • @only1biggs said:

    @SilverMaster said:

    @only1biggs said:

    @SilverMaster said:
    I am not lying. Gen Rushing is a problem. First time I am above Rank 5 and I am feeling cyberbullied. This is ridiculous how survivor sided this game is. The only way to block Gen Rushing is being a perfect nurse and I can understand it's hard to balance the game but. It doesn't make any fun if I find a survivor and hook him and boom two gens done. I mean really? I don't even have a chance to "pressure" them if I am carrying a survivor which is really good at looping (at rank 5 and above everyone is good at it) and I have a Pallet Eater Demon Build (Spirit Fury, Brutal Strength, Enduring and BBQ (for farming sum points) ). Also several killers need a buff or a rework (Like freddy or piggy).
    I don't want in a game where is one or two perks are essential (NOED and Ruin). Just balance your game.

    This has to be bait.

    It's never been easier for killers and "gen rush" just means you haven't started well or pressured correctly (not chased properly).

    Sorry, but..."git gud"

    Dude? What the? Just read the comments. "git gud" Hmm... Kinda difficult when I am trying to pressure while dragging the survivor on a hook and immediately two gens done. Yep. git gud. Maybe buff Killer or Nerf Survivor how about raising the time to finish a gen from 80 to 120. Or remove toolboxes.
    But ayyy git gud. Yeah, thanks for that.

    Did you read ANYTHING before I apologetically used the term "git gud"?

    How about this... in the scenario you described (two gens popping when you finally catch someone), This happens because you didn't catch the person fast enough, because you didn't find them quickly enough or you didn't chase correctly.

    That's nonsense. Assuming ruin isn't in play and the presence of two or more toolboxes, that is beyond a likely scenario that has nothing to do with the killers skill.

‹ 1 2 3 … 5