ZaKzan
ZaKzan
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- ZaKzan
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their goal is to captivate new players, and get them to spend some money on a few dlcs / cosmetics. Longevity is not really the goal with the way they have designed patches / releases. They don't make money by fixing the game, they make money by releasing new content for people to consume
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@Deadeye said:
I would also say, they didn't forget about her, they just can't fix everything at once. And why not release other bugfixes just because that one is not done yet?
there are killer bugs that have been in the game for 4 years now.
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the grind isn't that bad because the vast majority of the perks in this game are absolutely useless. There's a few that are fun. And then there's like 8 or 9 meta perks that have largely been in the game forever, since nothing new for the meta is released anymore.
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Dead hard does not have effective counterplay, because it gives the survivor 2-3 seconds of invulnerability. Now if you're an inexperienced player, you will very obviously respond with 'just hold back your m1,' and in this case you're wrong because first of all, dead hard is getting its intended use by you wasting 2-3 extra seconds catching up to the survivor, and secondly this isn't the scenario I'm going to be talking about.
Let's say you're chasing a survivor, they are healthy. You catch them out of position and hit them, they now have a speedboost to get to the strongest chain of pallets and windows on the map. They do this. They get to the first chain, maybe it's a L wall T wall, maybe it's a jungle gym, either way you juke your red stain and you catch up to them to the point that you will down them before they make it to the pallet or window, they dead hard and instead of you downing them, they can throw the pallet or vault the window. In a vacuum this action isn't very powerful, but in the context of the way maps are laid out, this can mean the survivor is essentially invulnerable from that point on as they have access to the chain of pallets and windows necessary to almost infinitely loop you. Without dead hard, you down them and produce significant map pressure, if this is the first chase of the game, this is huge for you. With dead hard, if you continue to chase them, you lose the game, and it's not guaranteed that if you break off chase that the next person won't do this exact thing until this broken chain is dealt with by you. This is how a team of good survivors wins nearly every game they play.
The main problem with second chance perks is that there's a large amount of safe pallets on any given map that have to be broken by the killer. Second chance perks also can be used offensively rather than defensively and that is where they become especially oppressive, and especially if all the survivors are running them. 60 seconds of invulnerability becomes 240 if all survivors are running DS and unbreakable.
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@Artick said:
Yes, yes, I know, you are already yelling at me for daring to say something so offensive, but bear with me for 5 seconds. I will make this extremely clear and short.
The following scenarios can happen:
1.You were planning to camp: BT did it's job, nothing more to say.
2.You don't camp and leave the hook: the hooked survivor will get unhooked and BT won't come into play. Now you have 1 healthy survivor(the unhooker) and 1 injured survivor(the unhooker) off gens, with one that needs to heal. Since you left the hook, you need to search for a survivor to chase.
3.You don't plan to camp, but a survivor rushes the hook with BT before you can leave: you get a hit on the unhooker, the unhooked survivor tanks a hit with BT. Now you have 1 injured survivor(the unhooker), 1 survivor that needs to mend and heal(the unhooked survivor) and you also have your next target to chase(any of the 2 survivor), no need to waste time searching for a new target.
Therefore, the math clearly says that survivors rushing the hook with BT when you had no plans to camp is actually in your favor. If they rushed the hook but you still planned to camp, see #1. There can be slight differences in #3, like the unhooked survivor not being able to tank the hit and you downing the unhooker, which is even more in your favor.
Remind me again, why are you complaining about BT if you are not a camper?
Being within 32 meters of the hook is not camping. BT can be used aggressively against the killer when it is, at its core design, a defensive perk. I actually don't think you understand what camping is, I suggest you watch this video to get further perspective on what camping, or tunneling means.
https://youtu.be/DnvO825G5Sk -
It is designed to be an anti tunnel perk, but at higher levels of play, it's used aggressively, rather than defensively, as it gives the survivor 60 seconds of invulnerability. It becomes even more oppressive when the survivor enters a locker as you can't even down them to slug them. When multiplied by 4 survivors, it gives the survivor team an extra 240 seconds grace period to do what they want. When combined with perks like dead hard and unbreakable, you're looking at collectively 5-6 minutes of the survivor team being invulnerable against the killer, not counting pallets / tiles / windows.
Decisive strike is perhaps one of the best examples of why you shouldn't balance your game around low skill level play. It is absolutely broken at high levels of play.
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noed is a weak perk. It wastes a perkslot for the whole game and at most gives you one kill. It's not strong, it's not oppressive. It doesn't even matter if you do bones. Only bad survivors allow a noed killer more than 1 kill. It's no different than using the hatch when you're the last survivor with no gens completed.
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@remoirel said:
every pvp game has toxicity, humans are #########.
some games have it more than others. I play lots of pvp games on steam, yet my profile exclusively has about 30 comments on it from DBD players. Toxicity is an environment that is ultimately cultivated by those who design the game. It stems from the fact that the game is horribly balanced and there's no sense of fairness in losing. You don't feel like you've lost fairly, and in many cases you don't feel like you've won fairly as well, which then contributes to an influx of players that get their kicks not from winning or losing, but just from being toxic to other players. DBD is a game where you can be extremely abusive to other people, due to extreme balance issues with the game.
There's no sense of fairness when you're bashing seals in the head with a bat, so logically the pleasure gained from it is a sick twisted sense of dominating something that is weaker than you. This is the feeling this game nurtures.
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I posted earlier in this thread and since it was moderated and I wasn't warned I'm assuming it wasn't against the rules.
I suggested that the original poster refund the game if they are still able to, and I said that the game was designed to be frustrating, by the devs' own admission. I assume this is the reason why my comment was deleted, but I'll provide context / proof for my statement.
https://youtu.be/YCc4SU-NSW4?t=572 -
Since the game is so favorable towards survivors, it tends to attract the most entitled / spoiled people that are more likely to just disconnect when things don't go their way.
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sweat squads have a 90%+ winrate against the strongest possible killer players in this game with the strongest possible killers with the strongest possible addons. Your point would make sense if this was more like 50% winrate.
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This is what happens when you balance the game around the majority mediocre playerbase and then you set up an elo system based on skill. This is the MMR system working as intended, it's just that the game is horribly balanced.
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ya, keep complaining to the devs and force them to make other killers viable.
Although the devs are never going to change maps in a meaningful way. They added a few breakable walls to a couple maps and that was it, never heard about breakable walls again.
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considering you can get like a 90%+ winrate against the top rated killer players with swf, I think the elo system is just working as intended, and there's a giant disparity between the good players and the bad. This is just what happens when you balance your game to fit the majority of the playerbase but then implement an elo system based off of skill.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1507032#Comment_1507032
I understand that but if this is going to take weeks for this to fix it's not worth it also didn't they say they have had this testing in the background for weeks yeah im not buying it.
the system doesn't automatically put you into high ranks to start with. Like I said with the chess player. It was in testing in relation to it working. They have got a working system, it's going to take a while for everyone's rank to balance out.
Jesus.
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mmr isn't designed to work the very second it's implemented.
A grandmaster 3000 rating chess player starts at 1000 just like everyone else. Over time, the ranks will fix themselves and you will be complaining about going against tryhards every match and it taking hours for you to find a match.
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genrushing is fine, so is tunneling and camping. Stop whining.
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don't need 4man squads to tip the game in the survivor's favor heavily. A two man is more than enough that at least they get out most games.
2mans and 3mans are much more common, and they are just as impactful. When you can rely on someone you can take more risks and waste more killer time. If a killer finds one of the SWFs, the killer can either tunnel and lose the game or abandon the chase. If the killer abandons the chase and finds the other SWF, that's game. This is also assuming the SWF is good. Losing 30-40 seconds is enough that even your average cromagnon red rank survivor has enough in them to hold m1 and press space bar a few times as long as they are being carried by 2 good survivors. I've had snowball matches as killer to the point where 3 of the survivors were on last hook and the last one single handedly carried the game.
It's actually less about the skill of the SWF than it is about just the fact that they have someone they can trust. They know that if they dive the hook with BT, they know their friend is going to take the hit and both of them are going to make it out. They know that their friend is in the locker on the other side of the jungle gym that the killer just broke the pallet on and they know to run around and stun the killer, allowing both to escape when there would otherwise be a down and more map pressure for the killer. One is on one side of the map, the other on the other, one of the other survivors gets hooked, the swf knows that the person on that side of the map will be unhooking the downed survivor, so the other SWF doesn't have to leave their gen. It just all-around increases survivor efficiency dramatically, even if they are not good survivors.
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@Xzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1504820#Comment_1504820
I don't get your point, sorry. What has suiciding on hook to do with being toxic?
Survivors can suicide on hook to prevent the killer from pipping. Survivors can use the current system in place to punish the killer and the killer has no control over it. The way the system currently works is that you cannot kill survivors too quickly, you have to let them do their objectives, otherwise you lose pips.
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ask yourself this question: If a killer's power is completely counterable, how does the killer catch a survivor if the game is balanced around killers using their powers to catch survivors?
I really don't know why people think everything needs counters in this game. You counter the killer by looping and vaulting windows. The killer counters that by using their power.
The way to counter every killer in this game is to split up and rush gens, no killer in this game can do anything about this tactic, it's a free win for survivors.
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fixing killer bugs isn't a priority, good luck having fun
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@Xzan said:
Facecamping 2 people for a safety pip? That's a bad idea.
We already had the victory cube long time ago, where hook stages and kills were used as a pip system for killers.
so it's ok for survivors to kill themselves on hook to force killer to depip? Survivors can be as toxic as they want, but killers can't do anything?
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I wouldn't mind paying the $15 if I knew the inflated price would go to fixing the bugs and balance of this game, but I know it won't, so I don't want to pay $15 just to fund more cosmetics.
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you actually just lose the match. If survivors play right and do gens, there's nothing the killer can do. The game hinges on the survivors and the survivors alone, as you have to take advantage of survivor mistakes as killer.
You are trying to look at this game through the lens of balance, this game is not balanced. If you get a bad map or a good team of survivors, you can expect a loss, regardless of how perfect you play.
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turnover rate for killers is quite high due to how painful it is to play killer. Ranking up is easy, so you're just likely getting the latest wave of killer players that are relatively new to the game.
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Deathslinger is by far the most fun killer I play. I can't relate. Trying to balance a PvP game around both sides having fun is an uphill battle, since usually in PvP games, one side has fun at the expense of the other side. There is plenty for survivors to do against Deathslinger. The strongest counter to deathslinger is distance. If you spread out from deathslinger and do gens apart, it's almost an instant win because the maps are god awfully designed and deathslinger's movespeed just makes it worse.
Survivors shouldn't be able to 1v1 a killer. The killer should be around 4x stronger than an individual survivor. The survivors are supposed to win by collectively being better than the killer, not by one survivor just dabbing on the killer for 5 gens, which is actually possible in this game.
Hell, I find it incredibly boring that 80% of my games at high ranks during peak times are squads of survivors with ds bt and unbreakable, but that's just the way the game is set up. Deathslinger isn't overperforming, and being boring is a matter of personal perception.
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if you play him enough, you'll get a feel as to how long his chainsaw lasts. I think it's a good change to make killer powers more dynamic but then to increase the challenge of using them.
The fact that I can now outrun sprint burst with all 3 of my charges is amazing. Being able to counter broken survivor perks is always welcome.
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too many people were using auras to give them an unfair advantage over newer players. The devs have remedied this by making auras near invisible as to give newer players more of a chance of hiding from the killer.
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spot the hex totem
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I honestly don't think the devs even play this game at this point. Nor do I think they test the changes themselves. The changes they make are not in line with someone who has the experience of playing this game. Their changes feel more like someone altering something based on spreadsheets and statistics, rather than getting a genuine feel for the game and the changes.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1473814#Comment_1473814
How would you give sprint burst a "counter" when it's on a time limit not a big one a short one you are simply providing a strawman argument. Iron will if you really are bothered run stridor that counters it but if the survivor has iron will use other audio keys/visual keys to locate them.
It's not about killers who annoy me its killers that have oppressive chase powers. You clearly ignored my post because I gave solid reasons to why they have no power and why I and many survivors dont like them.
On the topic of pig and plague they arent problematic as the 3 I mentioned pig does need a rework to make it less rng and to discourage tunneling survivors with traps. But like I said this isnt that problematic as spirit.
Plague you can deny corrupt purge by not cleansing but you do leave yourself injured which is fair because plagues can go an entire game without any power use other than the given.
If you arent gonna read my post dont bother commenting.
sprint burst is a badly designed perk, there's a reason why it's been nerfed a few times.
Those killers don't have oppressive chase powers. Just like you claim there are counters to Iron will or BT, there are counters to deathslinger, spirit, and pyramid head. You can't just mindlessly run to the nearest pallet or window when these killers are chasing you, you need to use your surroundings better. This is why I brought up broken perks for survivors, you can run the broken survivor perks to help you, especially sprint burst. If pyramid head shoves his knife into the ground, you don't throw the pallet down and you start dodging. Drop a pallet early on spirit and then walk away, no way she will know, and if she is faking phasing she still has to catch up with you with 110%. Don't beeline to pallets and windows against deathslinger. If deathslinger zones you, your job is to waste as much of his time as you can.
Being a PvP 4v1 game, you have to realize that for there to be true balance, the killer, on average, should be about 4 times stronger than an individual survivor. You shouldn't be able to 1v1 a killer as a survivor, only when the team works together should they be equal to the killer. As I pointed out, the game is skewed in the survivors' favor, since SWF is so strong. The killer is closer to being only half as strong as an individual survivor. I also find it funny that you didn't even touch on countering SWF or object of obsession.
Countering isn't your argument, it's balance. You're complaining about the balance of the killers, because a lot of the killers can't really be countered. There are things the survivors can do that the killers can't counter, which means that there are things needed in the killer toolkit that either cannot be countered or are hard to counter, and these are their powers, which in some way allow them to down survivors quicker than they otherwise would. The point of countering a killer power designed to counter what you can do is illogical. You're asking to counter a counter.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1473790#Comment_1473790
But that's exactly whataboutism. You complain about x then say what about y. Stop. Also yes I said there are broken things but sprint burst, iron will, bt, except object which is only op in swfs, but the rest are far from op. None of the killers I mentioned are op either.
Sprint burst had a 3 second use time if you are complaining about a perk that's been nerfed 4 times maugh be 5 dud to the exhaustion nerf since 2016 that's not good. Also to add on you can even hit people through sprint burst if they are too cocky.
Iron will stops moaning you still have footsteps and scratches.
BT dont tunnel it's not hard to ignore the recently unhooked survivor.
Yes both sides have broken things but we need to fix that and focus on them once again dont comment on my post whataboutism I'm going to ignore you.
So no counter to sprint burst
No counter to Iron will
It's hard to not hit the one with BT when the one with BT bodyblocks you.
Again, it's not whataboutism. Killer powers aren't made to be countered. I don't see you complaining about Pig's power, or Plague's power. Those two powers are certainly not able to be countered, one relies on RNG and the other makes the killer stronger by giving them a ranged down.
No, you're complaining about killers that annoy you, you're being intellectually dishonest. This just shows that you're not interested in game balance.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1473783#Comment_1473783
Whataboutism also that isnt the point of the post if you arent adding anything meaningful to the conversation dont bother speaking.
It's not whataboutism, not at all. It's about being fair to both sides. If I can't counter everything a survivor can do, why do survivors need to counter everything I can do? It's actually quite to the point, and it answers the OP's question as well. There's broken things survivors can do just as much as there are broken things killers can do. Welcome to DBD.
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tell me how I counter sprint burst, iron will, unbreakable, iron will, object of obsession, borrowed time, and swfs. So you're saying survivors are supposed to counter everything a killer does, but a killer can't counter everything survivors do?
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all i can say is think of this game when you are put in a position of mercy, whether it is tunneling a survivor or not giving them hatch. It's pointless to bring up situations like this to the devs, they have made it quite clear that they don't really care about how mentally taxing their game is on their players. I guess they think that because it's a horror game it's fine, when the thing is the game isn't scary at all, just frustrating to play. Even going as far as to joke about it when asked a legitimate question about mental health.
https://youtu.be/3XeACeKejcA?t=55 -
survivors make up rules so that they have an easier time surviving. The game is balanced around killers tunneling and camping, that's why there are anti tunneling and camping perks. Don't let another person tell you how to play the game. Don't let survivor whining get to you, they're very good at it, just look at what they convince the devs to do in their favor.
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I think having no rank requirements is probably the best. Having a ranking system does help with encouraging people to play the game, but having visible ranks in a game like this isn't the way to go, nor is an MMR system. They should just have MM match everyone equally, and in the chaos they can make changes to improve the experience of players. You'll have good matches and bad matches, the balance will be to have players play more good matches than bad matches. The benefit of this is that you don't have to wait long for queues so if you have a bad match you can quickly find another match.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1466834#Comment_1466834
I didn't conveniently ignore anything. OP said devs don't make changes that help killers and I gave a lot of examples to contradict his statement.
About killer changes that impacted the game, the only nerfs that happened are the following:
Nurse got a nerf and she is still insanely strong if you are good, if you were bad before you'll be worse now. But a good nurse can still defeat a very good team.
Spirit got some minor nerfs and she is still top tier.
Freddy got a a small nerf to forever freddy addons, but he is still one of the top tier killers.
Billy got a cooldown in the PTB, it didn't make it to live yet and they said they will make changes to make the chainsaw generate 60% less heat so I won't comment about that yet.
Legion got a rework to his power because it was literally broken: extremely annoying for survivors and not even that good for the killer.
Apart of that, all the other reworks(Doc for example) are wildly regarded as positive changes.
About survivor buffs, I'm not aware of any impactful ones, besides QOL changes like small invulnerability window after unhooking or the Kindred Buff(which was good but people still don't run it so it ended up being useless). This is not to say no survivor buffs ever happened, but I honestly don't remember any. So if you want to stand by what you said please make a list of survivor buffs, like the one I made with survivor/map nerfs. It will be interesting to see what I missed.
way to ignore ruin nerf, billy gutting, of the last 4 chapters added, 3 maps are insanely survivor focused, with one being just balanced to slightly favoring killer. Toolbox changes that were marketed as nerfs but were buffs in some circumstances and no change in most circumstances. Breakable walls that were actual buffs to survivors in quite a few circumstances and do almost nothing in all other circumstances. These are just recent changes. The reluctance to fix game breaking bugs that make survivors and gens more silent than they should be, reworking nurse and not fixing ANY of her bugs.
And just because the game went to completely survivor sided to now less survivor sided does not mean that the game is not still survivor sided. You can name all these changes and choose to ignore what I started out by saying that even a mediocre team of survivors can fight an exceptional killer on even grounds. Also ignoring what I said about hatch, that even if you're the best killer in the game going against the worst survivors, the game gives the survivors a chance to escape through hatch. The inverse situation is not true. If you are a bad killer versus the best survivors in the game, you have absolutely no chance the game gives you to even kill or down one of them.
The only balancing factor in this game is that it coddles survivors to such a point that you don't need to be any good at the game to reach the highest levels of play, so you have a good distribution of very bad survivors and very good survivors at the highest ranks. When taken to the nth degree, this game HEAVILY favors survivors, this is why any kind of competitive DBD is a joke, because even against the strongest nurse players, survivors can win the game 95% of the time. You don't even need to run loops on this game, you use your speed burst after a hit to run to a corner of the map, by the time the killer gets you on a hook, significant gen progress can be done, enough to win the game for survivors 95% of the time.
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@Artick said:
I just wish you were around to see 30 pallets per map, all safe pallets, pallet vacumm, stuns at the begging of the animations, structures without holes in them, jungle gyms with 2 windows and 2 pallets, double pallets at every loop, main buildings with 3 god windows, no entity blocker for windows, being able to fast vault from any angle, faster survivor vaults, much slower killer vaults(3.0 instead of 1.7), much slower pallet break, gen break and hooking animations for killers, sprint burst on 20 seconds cooldown that never paused/slowed down, no exhaustion so people could run BL + SB at the same time, instablind flashlights that could blind a killer even if he was moving and you couldn't look up/down to avoid it, insta heal medkits, 4 man swfs with 4 brand new parts, where each BNP could instantly repair a full generator, much short distance between pallets and tiles(from 8m to 20+ meters depending on map), actual infinites where you could not catch a survivor, gens that took 50 seconds to repair instead of 80, faster to open exit gates, self care that was as fast as a normal heal, DS that could be used at any time and didn't go away if you missed it, no end game collapse, toolboxes with 200 charges, much larger maps, hook that never respawned so you could prevent a killer from hooking(except basement hooks), no penalty when repairing a gen with multiple survivors, windows without blockers which could be fast vaulted from both sides, no bloodlust.
And there's more, that's just off the top of my head.
"bare minimum"
the ironic thing is despite all that, a mildly coordinated team will just dumpster on any killer and it takes an exceptionally good killer to take out even a mediocre team of survivors. I like how you're conveniently forgetting all the buffs to survivors and all the changes to killers that have impacted the game. Hell, the survivors are given so much that even if they suck they still have a chance of getting hatch, even if the killer is leagues ahead of them in skill and absolutely dominated them, there's still a chance that a survivor will make it out, even when no gens are even touched.
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Only SWF are allowed to have fun. The killer is not allowed to have fun. Killers should just get good and let us create our hit squads, allowing us to teabag and flashlight them all game.
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all they need to do is reduce map size. There's nothing else they need to do, no other balance features, just reduce map size. Every other attempt to balance the game is just a bandaid. The major problem in dbd is map size. Once that issue is addressed, all other problems are miniscule and just require some tweaking of things like gen times survivor speeds or killer speeds, lunge lengths etc.
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scoring doesn't reflect killing. You can kill 3 people and easily black pip. This is why the devs don't want to come out and explicitly state that a 'win' is 2k or whatever. The killer isn't supposed to kill in this game, the killer is supposed to chase and down survivors.
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the devs should listen to the strongest players in the game. It doesn't matter about players playing survivor or killer equally, what matters is that good players are the best at breaking a game, and if a game is balanced at the top end of play, it will be balanced at all levels of play.
https://www.youtube.com/watch?v=X1p42KtZOCw -
the game is broken at high levels because the devs insist on balancing it towards the middle ranks. Their monetization of the game revolves around you buying the game, buying a dlc or two, playing for a bit, buying a cosmetic or two, then leaving the game. It's not necessarily the wrong way to monetize a game, since it makes gobs of money, but it's not good for the long term health of the game.
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@BillyDied said:
Some killers go for the 3 gen strat. But then they don't even attempt to chase someone. No, they just keep holding hostage of these 3 gens and only smack survivors who come to near and eventually down greedy survivors. And then I see survivors thinking "well then, if he has no intention to chase someone I will chill on the other side of the map till he gives up" and at this point both are holding hostage imo.
doing a 3 gen strat and then chasing survivors eventually ends up as an attrition loss for the killer. 3 gen is a very big problem that results in a stalemate between the two sides. Ultimately the survivors have the advantage because they can be in multiple places at once vs the killer, and using proper hiding techniques will make the regression from gen kicking minimal.
The game is technically being held hostage by the survivors, as their primary goal is to do gens, not sit around and hide. Since the killer can actually depip and lose ranks by killing too quickly, the killer is then meant to not chase and kill survivors, but to toy with them and let them go.
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@CashelP14 said:
You need skill to be a really good survivor. There's a reason why survivors at red ranks are most trash at the game.
Survivor you need to learn tiles, how to link them, how to pressure gens, how to use your time effectively and how to counter every killers ability. I'm not even including the more complicated stuff like how to time flashlights.
Killer isn't simply learning every little detail about the add-ons/perks. Most of the time the character was played in the ptb and most people saw streamers play it. Before the killer is released they already know the best add-ons and how to play them.
Both sides need to be played a lot to become the best. Survivor isn't simply holding M1 and doing gens. The same way kiler isn't using your power, hooking survivors and slugging survivors.
The reason why so many survivors are trash at red ranks is because this game holds their hands, they have no incentive to get better, they can be absolutely trash at this game and still rise to the highest ranks in the game. It's not that it takes skill, it's that it doesn't take skill to succeed as a survivor. You don't need to learn much as a survivor, most maps give survivors enough pallets that you can just run to each pallet, not loop it, drop it early, then move on to the next pallet and by the time you've thrown down all the pallets, all gens and the exit gates will be done.
The things the killer can do to counter survivors are against the survivor rulebook, like camping and tunneling.
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@PointlessPips said:
https://forum.deadbydaylight.com/en/discussion/comment/1455954#Comment_1455954
Ive played the game for 3 years. I dont whine about perks. Unless its excessive. Like old DS. Even ruin didn't have to be changed. Ppl just suck. N u said dead hard into a pallet ok they dead hard n threw the pallet down now break the pallet. Ppl act like breaking a pallet cost 3 gens. Your build is trash or you cant use your killer properly. Unless you are using clown or legion or meyers or maybe trapper this shouldn't be a complaint. Literally who tf are u using that cant counter dead hard naturally? Youre just bad. I rarely rarely get dead hard. Even freddy can counter dead hard with a corner snare like Jesus learn the game. Good luck getting better.
A jungle gym pallet is a safe pallet, meaning it needs to be broken. I don't understand how you're thinking that the pallet isn't being broken in this scenario. The unfortunate thing is that breaking the pallet gives the survivor at least 30 seconds of time to get to another pallet or a chain of pallets and windows. Yes, a single dead hard and a single pallet can cost you 3 gens because the maps in this game are poorly designed. The algorithm that determines tiles does not take into effect chains. It will take a certain tile, add a value to it, and that's its strength. All maps then have a certain number that is the limit and this is how the game procedurally generates a map. Like I said, the problem with this is that on certain maps you can have a jungle gym chain into a junk tile and then chain into something like the cow tree or the killer shack, each one of these represents at least 30 seconds of chase if the survivor you are chasing is moderately competent. This is without perks. Add perks and the chain doesn't end at the killer shack, it gives the survivor enough ground to get to a junk tile pallet which is then next to a T wall which is then chained to either another junk tile and then chains into another jungle gym.
I play high red rank at peak times, when most survivor comps are SWF.
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@PointlessPips said:
https://forum.deadbydaylight.com/en/discussion/comment/1455921#Comment_1455921
how do you get stunned unless you sucked enough to be baited into a pallet... Why not break chase ultimately you just suck or arent using your killer correctly. This explains the player base now. The fact you think dead hard is honestly impossible to counter unless the survivor sucks just shows you needa practice. Watch some vets or plays is what i recommend. Because if no vet killers are complaining theres most likely no issue. But if you wanna blame a perk and not your play style go ahead.
I never even mentioned getting stunned. Breaking chase will not always yield another survivor within the span of 30 seconds to a minute. It's funny you act like you're good but it seems you've never actually played this game before.
https://www.youtube.com/watch?v=-Fv1rD82kmM -
@PointlessPips said:
https://forum.deadbydaylight.com/en/discussion/comment/1455901#Comment_1455901
If you can't counter play dead hard you just suck. That's my opinion. Assume every survivor has dead hard its not difficult. Ive been doing it for 2 years. Also again lithe can be combined with other perks head on too. They all can do the same thing. And it has a cool down. So its not like they can dead hard you two times. Also there are potatoes tht use dead hard. Dead hard into trees. Dead hard too soon and so on. N again the perk is literally bugged. If you complain about a bugged perk then im sorry your doodoo. I dont care if i get incoming hate. I said what i said.
dead hard cannot be countered when used to its fullest extent. Like I said, it is able to be countered if the survivor using it is bad. You are at a jungle gym, you moonwalk fake and the survivor doesn't read it properly, you go to hit the survivor, they dead hard into the pallet. What was going to be a down and adding map pressure now just single handedly lost you the game as it will take a good 30 seconds at the very absolute least to catch that survivor, if they are not a bad player, that alone just bought them 1-2 minutes.
Balancing a skill around bad players is bad game design.
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@PointlessPips said:
This makes no sense. The point of lithe is the same thing to get to another loop. Are you going to complain about lithe... And theres windows all over the map and within every loop. You literally loop until you cant loop no more lithe to a different loop. This is the point of the perks...u honestly think dead hard is the only get away perk to lead into another loop or pallet? Quick n quiet and head on is the same thing. Stun n then go to a different loop. Your trash survivor if dead hard is the only perk u use tht way. Not to mention dead heard is bugged right now so ur complaining about a perk thats not even fully usable all the time.
lithe has a requirement, and that requirement usually isn't game breaking, as the game has algorithms that govern the spawning of windows.
What makes dead hard especially unfair is that the killer can read a survivor, outplay them, and not be rewarded for doing this. Dead hard does not teach players to get good. What makes dead hard even worse is what you pointed out in your post, there are 3 more perks survivors can run with dead hard.
In an ideal scenario, a mistake should be punished. Perks like dead hard do not punish mistakes. There is no counter to dead hard, other than relying on the player that's using it to be bad at the game and not aware of their surroundings. When you combine multiple perks like iron will, dead hard, unbreakable, and decisive strike, it can take a killer minutes to take down one survivor, which will lose the game. The only reprieve the killer gets is that thankfully the vast majority of survivor players are extremely terrible, but when the killer gets a group of good survivors, the stark imbalances of this game are elucidated.
