Xerge
Xerge
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- Username
- Xerge
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Please, no.
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The laughing deer and posessed hand from Evil Dead 2 will always have a special place in my heart.
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@Xerge said:
I have a list:
Rage quiters.
Iridescent hatchets.
Freddy's slowdown add ons.
Gen speed.
Prayer beads.
SWF teams on comms.
Long loops like the one In Ironworks of Misery.
Haddonfield.
Hags that use make your choice and that add on that allows them to teleport to the hook whenever they want.
Ebony Memento Mori being used early in game, when not a single gen has been done and ruin is still active.
There may be more, but that's all I can think of for now.
Oh yeah, how could I foget: keys.
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I have a list:
Rage quiters.
Iridescent hatchets.
Freddy's slowdown add ons.
Gen speed.
Prayer beads.
SWF teams on comms.
Long loops like the one In Ironworks of Misery.
Haddonfield.
Hags that use make your choice and that add on that allows them to teleport to the hook whenever they want.
Ebony Memento Mori being used early in game, when not a single gen has been done and ruin is still active.
There may be more, but that's all I can think of for now.
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1.Looping
In my opinion there are some maps that need to be reworked (Haddonfield). There are also some loops that need to be removed from the game (like the long loop in Ironworks of Killer's Misery).
2.Gen time
Gen time is a joke. When ruin is gone too early gens pop too fast and I think that most killers simply don't have enough time to do 9 or 12 chases. And when I say "most killers" I refer to average players and to most of the killers you can choose from, which don't have high mobility and can't apply enough map pressure.
Yeah, it's true that it takes long to complete the gen by yourself, but the thing is that you are not always repairing gens by yourself and it's not true that it takes that long to finish a gen when there are two or three people on it.
On a side note; I notice that only killers are punished with frustration when they are doing their objectives as fast as possible; you get hit by ds even when you don't tunnel because you are being too efficient finding survivors and too efficient finishing chases, but survivors can genrush and escape without any frustration, unless the killer is running noed and somehow manages to put everyone on the dying state (which actually requires some degree of skill).
I'm tired as both killer and survivor on playing matches that depend on how long ruins lasts. Gen speed needs to be tweaked or ruin need to be reworked, I don't know, but I know that something must be done.
SWF is broken mostly because gen speed is broken, it allows players to sabotage and genrush the killer more efficiently. Another issue I have with SWF is OoO, that perk should be removed when playing SWF.
I don't really struggle anymore with tunneling and camping because a ds can counter tunneling and buy enough time for my team to complete gens; tunneling only seems to be a problem when ruin hasn't been cleansed, but once it is cleansed and the killer commits to tunnel someone gens will start popping like crazy.
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Yes, except when she is running make your choice and that add on that allows her to teleport to her traps whenever she wants.
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Remember to always cleanse as far away as possible from the exit gates.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/805611#Comment_805611
You don't even need to make the game black and white, but what I'm more concerned about is simply, like with people suggesting Chucky or Pennywise, "What would his power be?"
Well, he is able to run pretty fast in Hatred. Maybe a speed buff that lasts 5-6 seconds? I think he would basically be an m1 killer after all.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/805223#Comment_805223
Mate, adding Jeffrey Cuddletrousers to DbD would be an interesting one.
Maybe if done correctly. In my opinion you'd have to setup the right atmosphere to make him fit. For example; game should become black and white if you face him (except for things that need to highlighted like fire, blood and scratchmarks) and he should have his own chase music, maybe something similar to the trailer. Then again, I don't know how he would be able to see sneaky survivros if everything is black and white. Maybe he should be able to see in color while survivors are the only ones who see everything in black and white. I don't know. But yeah, setting the right atmosphere for him would actually make him scary.
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"Not Important" from Hatred as killer. I mean, I like the idea, but I don't think he would fit in the game, because honestly to me this game doesn't feel like a horror game, it's more like a paraody of a horror game. The only killer that kinda scares me is Michael.
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@xenofon13 said:
https://forum.deadbydaylight.com/en/discussion/comment/804671#Comment_804671
I play a lot DBD. It's hard to open the exit gate when the hatch is closed. Doors spawning close to each other pretty frenquently and you are screwed by killers with high mobility such a Billy, Spirit, Nurse. By stealthy killers (Pig, Ghostface, Myers). As killer (Leatherface), only one time the survivor manage to open the door and escaped.
I also play a lot. It's also hard to open them when you go against trapper, but other than that it's easy, just don't open it right away, stop opening it before the bar reaches de S of "escape" hide for a while (make sure you don't leave scratch marks) until you can hear the killer's terror radius fading away and then finish opening it. It's not that hard.
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It's not even that hard to open the gates once hatch is closed if you know to do it. I have mixed feelings about it, because I can't say that as a survivor I don't enjoy an escape for being the one who managed to stay alive somehow.
Here my idea for the hatch, first of all remove keys and make it spawn only when you are the last survivor on the map and once it spawns let the killer see it's aura to give the killer the advantage he deserves.
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I think you need to put things into perspective. I think the disadvantage goes both ways; it depends on skill, map, rng, perks, add ons, swf, ruin lasting less than 30 seconds or more than three minutes. I mean, I don't think you can really say that survivors have an absolute disadvantage and I'm sure you would agree with me on this one.
If you mean that killers have op add ons, then I would agree with you, but the thing is that they are rarely used. Should they be nerfed or removed? Yeah, probably. For example, I've always said that ebony mori should be nerfed to two kills and they should only be available to use when there is only two or one gen left.
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Are you sure it was a sprint burst glitch? I've experienced an infinite adrenaline glitch, for some reason it activates and stays active forever even before the gates are powered.
Here's proof:
https://www.youtube.com/watch?v=NE__-u07x2ASkip to 5:50
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I agree.
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/803020#Comment_803020
You're pretending that remotely even a fraction of this community cares to play somewhat sportsman like. If Gen/Game time is increased... camping and tunneling will be easy 4Ks. They are already strong as hell, because even 1 person trying to go for the save puts the team behind.
Maybe we've just had different experiences playing as survivor, because most of the time camping and tunneling are rare at red and purple ranks, unless ruin doesn't last more than 30 seconds, like I said before. Maybe things are different at lower ranks, but I can barely remember what or what did not trigger camping and tunneling at lower ranks and to be honest I wasn't even paying attention because I was still new to the game and trying to figure out how to play.
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/801467#Comment_801467
This doesn't even remotely make sense. Increasing Gen time or game length in merely a BUFF to camping and tunneling. I can't believe people actually try to pretend increasing Gen Time will decrease camping and tunneling when the only counter to camping and tunneling is to "Gen Rush" and anyone deciding to try for the saves basically screws the entire team over. But yes, let's increase how long Survivors have to sit on Gen so even a face camping Leatherface has enough time to do it to everyone.
I may be wrong, but I talk from my own experience playing as survivor - I've noticed that at purple and red ranks some killers only start to proxy camp and tunnel when ruin is cleansed too early. So my guess is that if they knew they still have time for 12 chases they'd probably go for them. I know that in the current state of the game it doesn't matter if the killer is decent and I bet the killers know this too, he is going to get genrushed and lose if ruin doesn't last more than 30 seconds unless he proxy camps and tunnels someone to death.
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I would just nerf or remove prayer beads for now. Also, avoid getting 3 genned when going against her.
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I hate using comms in this game, because it completely breaks the immersion for me and makes the game a joke. I play solo and I find that the game is already easy when ruin is gone early. It doesn't matter if the killer is decent, he is getting genrushed anyway and will lose unless he tunnels and camps hard. I rarely play swf and when I do I don't use comms unless I'm playing with a friend who is new to the game. The other day a guy from Steam invited me to a party and asked me to use discord and he literally said "to make the game easier", but I just ignore people everytime they tell me to join discord servers.
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I think ruin should not be a hex totem anymore, make it something like corrupt intervention; a perk that is active until the first or first two gens are completed.
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I've been saying this for months. I would love to see him in the game.
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Sadly proxy camping and tunneling is what the average killer has to do in order to at least have a chance against decent survivors if ruin is cleansed too early. It has happened to me and I've also done it. I mean, you can't really expect the killer to do 9 chases when there are only two gens left. The killer is not your team mate, whoever is playing killer will not make it easy on you just like you won't make it easier for the killer.
In my opinion camping and tunelling could be less of a problem once gen speed is tweaked.
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I recently had probably the most annoying game against a swf team. They didn't care about doing gens at all, all they wanted to do was to stun me in the middle of a chase using head on over and over again. Of course they all died, because I had to slug them and yes they said they didn't care about doing gens, so all they wanted to do is to be as annoying as possible for the lulz.
The thing is that I don't think this type of strategy and toxicity would be so efficient without swf on comms.
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@eXoDuSs said:
I said it in the past, i will say it again, swf the most toxic thing in this game. Today nearly all the fking mathches a ######### with a map and detective hatch or how it s called and one guy with object of obsession and even toxic map offerings, literally get destoryed because the game is balanced around 0 comunication with the survivors, meanwhile 4 ######### can destroy a killer just because they are swf.
I recently had probably the most toxic match I've had against a swf team; instead of doing gens they got chased, hid on lockers and got the one I was chasing to pass by that locker and to use head on over and stun me over and over again. Of course they all ended up dead, because they obviously didn't care about doing gens, they just wanted to be as annoying as possible to me for the lulz. Yes, they said they didn't care about gens at the end of the match. The point is; this kind of toxic behaviour wouldn't be possible without swf on comms.
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When I play survivor and gens are being rushed the fun begins when you are trying to get everyone out and escape together, specially when the killer has noed, that makes the match more interesting and exciting than just pressing m1 and doing skill checks.
When I play killer and I'm being rushed it's just boring and frustrating, unless I have noed.
I had a recent match playing as trapper; all gens popped in about 6 minutes, but once noed activated I had one hooked, put two on the dying state and the last one stepped on a trap. Funny as hell. Look, I understand noed can be frustrating if you are trying to get out of there as fast as you can, but it's also frustrating how fast gens can pop. I didn't even commit to chaces, in fact I only chased three survivors through the whole game and when I realized I was screwed I just put a few traps in hopes they would fall for them and luckily they did.
Anyway, gen speed is now one of the main reasons why I always use noed or pgtw and bring a mori everytime I can, the other reason is ruin being very unreliable.
Now, seriously, something needs to be done about gen speed.
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I agree it's broken, specially when it's used by swf teams. SWF aren't stupid, they know that the most skilled player is meant to equip it. Also; I've gone against SWF teams with more than one OoO while playing stealth killers like Wraith and Ghostface.
As far as I understand they will fix the perk soon. Also, I think that perk should be removed if you are on swf.
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@Weederick said:
I dont think skillchecks are the solution for genrush. Good players work through ruin, it would just further the gap between low and highranks. Imo the main problem is 2-3 gens popping at the start. Something like a short global corrupt intervention could work. Make a short stealth phase at the start, give killers some time to setup and find some survivors who cant hide. At lowranks its quite common to see 1-2 minutes pass before the first gen pops even without ruin.
I agree with you, it may not be a definitive solution, however I think it's a small change that can be easily tested and implemented to slow down the game a bit for now while they come up with a better solution.