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Zaytex

Zaytex

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Zaytex
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  • Another killer who has a power that is at the mercy of the survivors, just like Plague.

    Not a fan of that.

  • I think the unpopular opinion, is that survivors is harder than people give it credit for, but is still easier than killer.

  • And sometimes the other side returns the favour and you have a fantastic game where everybody had fun and the chance to play properly.

    Personally, I'd rather play nice all the time and have that experience, then sweat and not.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1734605#Comment_1734605

    Survivors don't have the luxury of using perks to hinder killers. In a game of cat and mouse, if the cat is always being told where to find the mouse, then the cat will have a huge advantage no matter what the mouse uses. If the cat loses without those perks then it is fair to say they deserve to lose and the perks were carrying them.

    Actually, survivors have the luxury of being able to equip multiple second-chance perks, particularly DS/UB which grants a full minute of invulnerability.

    There is no equivalent killer perk that gives that much value.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1734610#Comment_1734610

    Actually most do if there's no obsession. Even me, who tries not to tunnel, can get a bit tunnel-y if there's no d's.

    Then you're part of the problem, I'm afraid to say.

  • It's just people being rude and horrible as usual, because this is the internet where only your own feelings matter and the other side exist only to facilitate your fun.

    Don't feel guilty or worried at all. If the survivors aren't being nice or playing fair, then you have no obligation or moral conscience as the killer to play fair or nice either.

  • Tunnelling is actually one of the stronger decisions the killer can make, as removing a player ASAP is very beneficial.

    I don't think it would be fair to introduce an anti-tunnel mechanic outside DS without weakening the survivor role when it comes to the equivalent, rushing the generators.

  • @indieeden7 said:

    But the thing about it being used to avoid an attack is that the distance is so little that using it in that way has practically no point to it, although missing an attack as killer than have a big impact, the majority of the time, it doesn't.

    It's used to avoid an attack in order to reach another loop and extend the chase by a lengthy period of time. That's the real strength of DH.

  • As the game becomes less BS for killers, so does the playstyle of the players.

  • The general consensus should be:

    ''Do not expect the other side to be playing nice if you aren't.''

  • @hexyou said:

    Wait what? You must be kidding? Avoid doing objectives survivors still need to do all gens to get the hatch what you need to get mori? To down one noob and mori them off first hook and the rest of them is ######### so no no both are absolutely ######### but your argument just shows you're killer sided and that's fair but at least bring valid points

    To be fair, the killer downing a survivor and hooking them is completing his objective, which isn't always easy when you consider low-tier killers, strong survivor maps, a particular combination of survivor perks, etc.

    It's easier to activate, but suggesting a mori is piss easy to activate isn't realistic at all.

  • @valvarez4 said:

    With so many campers/tunnelers out there it's impossible to play without DS, BT and UB.

    Most killers do not camp or tunnel, let's not try to suggest every other game has this type of behaviour.

  • @Sluzzy said:

    The problem is the competition with the overpowered killer perk meta. If you aren't using the very best survivor perks then you are at a greater disadvantage than you already are.

    Funnily enough, the strongest survivor perks are still more powerful than the best killer perks.

    You don't need the very best survivor perks to even win or perform decently, whereas the killer does.

  • The perk should have a 1-2 second wind-up to it and is unable to be cancelled once initiated.

    This way survivors would need to anticipate the precise moment when they would need the temporary invincibility, instead of it being a push of a button.

    It would also allow killers to bait and initiate more mind-games into the battle, instead of the current DH which is un-counterable when used optimally.

  • I don't use Decisive Strike anymore, its a perk that doesn't give you value every game and when it does, is usually out of a situation where you weren't even tunnelled.

    Let's not lie, just how many games do you actually get immediately tunnelled off the hook? Those games are rare.

    I'd rather not abuse a broken perk and play fair =)

  • On average, most people do play fair as @BigHat pointed out. However, because there is a 4:1 ratio to one side, it gives the impression that only survivors have this expectation, which isn't true.

    Additionally, what does ''playing nice'' as a survivor even mean, not doing the generators? That's like expecting the killer to not camp/tunnel when its the game-winning decision.

  • Depends on the killer you're playing. For example, SF & Enduring are a superior choice on someone like Hillbilly or Leatherface, whereas someone like trapper might benefit more from BS & Enduring.

    Personally, I'd choose BS & Enduring when you consider how optimal survivors generally expect to see SF when they notice Enduring and begin to drop pallets early. BS counters this.

  • I do agree that DH is probably too strong when used properly, as the only counter to it (i.e to bait, or wait it out) becomes null and void.

    Comparing it to the other exhaustion perks, DH is probably the one with the least consequence to using it.

    SB requires you to walk and maintain it properly, or risk not having it when you need it.

    Lithe is predictable and can be stopped/interrupted easier than any of the other perks.

    BL is predictable and requires high-ground, which isn't on every map in the game.

    DH.. doesn't really require anything, you could argue timing it is important, but for experienced survivors, this isn't that hard.

  • Honestly, I would flap my arms about because Felix moaning low-key is hot.

    Sorry, I'm gay.

  • I was playing trapper on the sanctum of wrath.. was chasing a Dwight around a loop where the pallet was down and trying to mind-game him into my grasp. On this map, the loop had 2 rocks next to the pallet and funnily enough.. I was able to walk UP the rock and OVER (literally walked on top of the pallet) and straight into the Dwight's arms for an easy down.

    I found it hilarious, obviously a broken spot or ''glitch'' that allowed me to get that down, which was even funnier when I see the other survivors in the distance just staring at me after what I had done.

    Needless to say the match turned into farming simulator with all of us running up the rock and over the pallet, like we found a new toy to play with.

  • I play both roles pretty evenly and whilst both are frustrating to play against, moris are easily the stronger out of the two, although context does matter.

    If the survivors are not the most optimal at looping or working the generators efficiently and are against a top tier killer like Nurse, Spirit, etc, then they can't really do anything against the mori itself whereas, a killer in an average game is capable of fighting against a key, although still annoying.

    The only time keys have the capabilities of rivaling a mori in strength is if more than one survivor brings a key and they're in a sweaty SWF.

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