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ad19970
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1606074#Comment_1606074
Right now all youtubers are uploading 4k red rank games with this killer. He is easy peasy, almost 0 effort needed to 4k with him. The same day he is released everyone already can 4k with him. The easiest killer in dbd history. :^)
You are joking right? Cause if not I have a hard time believing you even tried playing The Blight just once.
Just because some people with thousands of hours experience in this game are already doing well with the killer, probably often against survivors that aren't that good anyways, plus the fact that survivors also don't know yet how to optimally counter him, doesn't mean the killer is easy to play and to do well with.
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It's certainly not an easy power to use but for me personally Nurse is still much harder than he is. But of course that differs from person to person.
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@MadLordJack said:
I guess Blight just isn't for you if you don't want to play him. Personally, he's at that level of strength where I feel like I actually got outplayed when I lose. His Lethal Rush has to be limited to be dodgable - imagine yet another killer that will get you no matter what. That being said, you often have the option of anticipating the juke and still landing a hit, and even then the greatest aspect of his power is his mobility. That really isn't something to be underrated.
I agree with you as long as his lethal rush isn't too dodgeable. Which is something I'm not sure about yet. I don't think his lethal rush lunge is as bad as most people say it is, but if survivors do find a way to be able to reliably dodge his lethal rush lunge no matter what, even if it's hard to do, then BHVR definitely will need to increase the turning on his lethal rush just a bit. However it shouldn't have full turning or be a flick in my opinion.
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I get that you have some experience with him, but I still think it is too early to tell whether the killer is good or not. I personally still believe he is actually pretty damn powerful, but I can't say for sure if he'll need a buff or not. He is map and rng dependent though, that's true.
Haven't used compound 7 yet, if it really is that good I need to check it out.
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@LittilAvindar said:
It's not just that one either. So from what I've seen since I played the test build, the devs ultimately lowered the quality of the new graphics they were adding in, they gave the killers a new meta in Undying and Ruin, shadow-nerfed the stun on Decisive Strike, and now they've made sure to place the totems where they will never be able to be cleansed. Got it. Oh, but they said they fixed the hill. I'm sure they'll get around to fixing this issue so it's ready by time they release the next DLC.
Stop pretending that the devs don't care for survivors. I am also pretty positive the "nerf" to DS is just a bug and not intended. And good totem spawns aren't bad at all, as long as they don't overdo it. Bugged totem spawns are certainly not intended.
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@Moundshroud said:
It is his built in disadvantage and advantage at the same time. He is harder to see coming as he can use terrain, but his POV (particularly on some maps like Swamps) sucks. He has to make up for it with speed, which he can do.
I think the problem though is that he is actually a bit taller than the field of view on him would suggest. It does feel a bit too low.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1609010#Comment_1609010
I don'T even like Billy or Oni with their clumsy steering, that killer is even a bigger nightmare to play.
Well that's of course completely fine, I'm not very good with Billy either, but in that case that doesn't mean that the killer is bad or anything.
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@BaldursGate2 said:
He is a niche killer and i am pretty much sick of it. They should release a killer, that is opressive like Freddy and easy to play. We allready have 3/4 of killers that are weak.
bUt fReDdy nEeDS nO sKill - From the press m1 players
I'd rather have killers that have a higher skill cap, but are also be very strong when played well. Which I believe is the case with The Blight. The only thing he might need is better turning for his lethal rush lunge.
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I think there will be enough people playing him once they figure him out. If they do need to buff him, they will probably increase the turning of his lethal rush lunge a bit. But I believe he actually has a lot of potential to be a powerful killer, and I don't think he really is compareable and replaceable by Billy or Oni, and I feel like he is far stronger than Legion.
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@EqMonkVeeshan said:
yes undying needs to be nerfed. hex totems are supposed to be a power so great that its ment to be limited. if this stays in the game in its current state survivors will need to get their old school exhaustion back to balance it out.
Yeah no that's not on the same level at all. Killers are giving up a perk slot for a perk that has almost no own effect by itself, it just makes running Hex perks less risky. But again, that comes at a cost of using up a perk slot. So you're kind of just buffing the hex perk you are using by using up two perk slots for it instead of only one.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/1607616#Comment_1607616
But, it doesn't really have a lot of amplitude. Even though you hit earlier, the hit while in the lethal rush is too slow, it's like a long lunge and not a short hit. You should know that there are 2 types of blows: Click M1, fast hit and the lunge .. Press M1, so if you play Blight and execute a lethal rush, if you click 1 time the m1 you make a very slow lunge, that should be changed, it feels frustrating.
The lunge isn't that slow anymore. It was on the ptb but now it's much faster. If he would have started the lunge just a bit earlier to get a proper turning angle, he would have hit that survivor.
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I feel like at normal pallet loops, if the survivor plays well enough and immediately reacts to the rush of The Blight, he will still be able to get around the loop enough to be able to avoid the lunge of The Blight. But I admittedly haven't used that Compound addon yet.
I still think his actual strength lies within getting to survivors when they are trying to get from one tile to the next one.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/1607468#Comment_1607468
yeah his speed must be increased a bit
He could have actually gotten the hit in that clip. You just have to start the lunge a bit earlier, since you can strafe a bit during the lunge. It took me a bit to get used to that as well but once I kept that in my mind I was able to hit survivors in such situations much more often.
It takes a bit of practice, but once you get the hang out of the lunge you will be able to land hits like that consistently. But again it takes time until you get used to that. Which is why I am saying that I think it's too early to completely judge whether the lunge needs a buff or not.
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I agree. The reworked visuals on the Badham and Yamaoka maps give those maps more of a horror vibe compared to the other maps.
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I'm still not sure if it really is dodgeable if you play it right as the Blight, but if it is, the turning of his lethal rush lunge definitely needs to be increased a bit.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1607321#Comment_1607321
Not to the point when you can loop a killer there for 2 minutes without dropping a single pallet.
Which tiles are so strong that a killer can be looped there for 2 minutes?
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I personally feel like the Blight has quite the potential to be very strong, he is just quite hard to get good at. I really do believe it's too early to judge.
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I think it needs a bit more time to tell whether the lunge is not good enough or if it is. But that's the one worry I do have: That survivors can get a guaranteed dodge against his lunge if played correctly.
I have noticed that you can kinda strafe while lunging, and you don't collide with walls during the lunge, which helps with hitting survivors around objects.
If the lunge does need a buff, they just need to increase the turning a bit. I don't think it needs full turning like a normal lunge, and I personally don't think it should be a flick as well. The Blight actually seems quite strong in my opinion.
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@OldHunterLight said:
Probably a bug that will be fixed within a week considering it's for the survivor side.
That people still hold onto the claim that the devs only care for survivors is kinda sad. How narrow minded can you be?
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@Animator said:
https://forum.deadbydaylight.com/en/discussion/comment/1605685#Comment_1605685
Specifically in this case, can judge now. What can say if his ability is countered by the banal fact that you go to meet him when he runs at you for the first time. And when it hits the wall, you also run up to it and it can't hit you. That's all his ability. And his blow during a lethal rush is counteracted by a banal evasion to the right or left. In this case, it will always miss.
Actually, if you press M1 fast enough after M2, you can actually hit a survivor that's right at you. I've already been able to hit a Meg like that when she was right beside me. But it's not that easy to do.
The fact that his lunge has such bad turning is what worries me though. It seems too easy to dodge the lunge. If there is indeed a way for survivors to avoid getting hit by clever dodging 100% of the time when you lunge out his lethal rush, then that's a serious problem. I do think it's still too early to say though.
His lunge shouldn't have full turning though, but it should maybe be a bit better than it is now. I feel like that will be the only buff he'll need though, if he does need a buff.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1597413#Comment_1597413
well its not really because of the ruin change but because of devs showed killer mains that they dont care about them and how mindless they are by nerfing a perk that literary made the game playable and last longer than 5 minutes
You can't actually believe that the devs don't care about killers, not with all the positive balance changes they have gotten in the past, or?
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1587280#Comment_1587280
Those stats were also from a time were toolboxes were way better, maps were much bigger, stronger loops were in the game, genspeed was faster and people had no idea that corrupt is actually better then Ruin. We can assume that his Killrate might be higher since he got more buffed then nerfed overall.
Toolbox nerfs were definitely nice but not that significant, gen speed was barely nerfed, and only 6 maps have had their sizes reduced, although those changes were surely good. To be fair Doctor was also buffed quite heavily, but Ruin was also nerfed, which 80% of all killers at red ranks used. And of course there's always the argument of old Ruin not affecting the top players, but that's bullocks. Old Ruin was the one perk that helped killers slow down the early game and was pretty damn strong if it didn't get cleansed within the first 20 or 30 seconds.
But admittedily almost all of the overpowered window loops are now gone, which is nice.
Nevertheless, killers have certainly received buffs, that's undeniable, but aside of the map reworks those buffs weren't that big, and the point still stands that hook suicides and matchmaking are reasons that those stats alone are not representative of the game's balance.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1575640#Comment_1575640
Any of the maze tiles which have high walls can be mindgamed, especially at high level. All you have to do is turn around and stand still behind a wall or fake the moonwalk. Little tricks like this wont get people everyone but they will throw people off and allow u to get them. The amount of times ive gotten someone at a long wall by pretending to go around the side by looking sideways and then vaulting is insane. I do agree that most of the unique pallets are unmindgameable but there are far less of them and they are alot shorter than those on badham and other maps, with a few exeptions ofcourse. The scrap pallets on azarovs are very short and you can easily catch the survivor by faking going one direction or turning back and catching them as they drop the pallet. Rock loops on all of these maps are mindgameable. You can do stuff on alot of the hay bale farm loops. There isnt really any spots on these origional maps which you intentionally avoid, apart from maybe the centre of sufo pit which is a bit yikes. Badham on the other hand you never chace an experienced player in any of the houses or the preschool as its w gamer haven and very boring gameplay. I would rather be moving around at jungle gyms and trying different things and getting looped rather than following a survivor through the boiler room and around those infinites on the houses.
Ok yes the general tiles like T-L walls or the one pallet gyms are mindgameable, though the jungle gyms aren't really, at least as long as the pallet at the one pallet gym isn't dropped yet, that's true. However in my experience there are almost always a fair amount of the unique pallets on those maps as well, which can't be mindgamed. I'm not quite sure which scrap pallets on the autoheaven maps you mean, but I don't think that all of the rock pallet loops are mindgameable. I'm pretty sure that as a survivor I can see over most of the pallet loops, at least on one side, so I can see where exactly the killer is. They don't really seem mindgameable to me.
I'm not sure thogh which pallet loops are long on Badham. I know there are a few pallet loops on Badham outside the main buldings that are too big to be mindgamed, but the majoritry of them are either small enough or have line of sight blockers to be mindgamed. The building pallets are certainly a pain in the ass, and are not mindgameable. But there aren't too many of those. So I personally still find the Badham maps to be better balanced than the original maps.
Plus don't forget, the next update is reducing the amount of safe pallets in the house with the garage and basement from 2 to 1 and are adding a few breakeable walls, one of them stopping survivors from being able to use the window loop on Badham multiple times. I think after that update the Badham maps will be perfect.
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Pyramid head doesn't see the aura of cages anymore, so I don't think that's too much of a problem. The only problem I have is that survivors keep their tormented status effect when hooked, meaning the killer can simply tunnel the survivor off a hook and then send him to a cage without having to fear the DS.
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@MotherOfRaccoons said:
https://forum.deadbydaylight.com/en/discussion/comment/1574339#Comment_1574339
Look, they are not rare. Half the playerbase, including killers act along the same pattern: see something that's strong on the opponent, make up some intricate reasoning why it's "unfun to play against" or "has no counterplay". The truth is, everything has counterplay. Sometimes it's difficult to pull off, sure, but I honestly haven't seen a reasonable argument for this "no counterplay" thing, except maybe original Legion and MYC + Mint Rag Hag.
People just want things easy. But Spirit is fair: if you're good with her, you will get some kills. Is that wrong?
I get that those kind of people are, sadly enough, not rare. But that still doesn't mean everyone is like that, and some people bring up fair arguments that people could at least try to understand. If you've got counter arguments, great. That's how an actual discussion works. But sadly there are many people in general, not only when it comes to games, that can't properly particepate in a discussion. Politics in particular have that problem with many idiots.
I also don't agree with the fact that Spirit has no counterplay, the only killer to ever have no counterplay was Legion. But I do understand where some people are coming from. As far as I know, there are two problems many people have with Spirit, besides the usual no counterplay argument.
The first problem is that the counterplay against Spirit is completely luck based. You have absolutely no visual feedback while Spirit is phasing, you just guess where she'll reappear and act accordingly, praying that wherever you went, she won't appear there. It's just purely luck based guessing.
The second problem is that she really seems to have no counterplay when you are injured. Since she can hear exactly where you are, you can't really evade her. The only thing you can really do is stand at a pallet or window and hope she reappears on the wrong side of the window/pallet. Here in particular, I think the problem is that the mindgames against her are no 50/50 mindgames, Spirit clearly has the upper hand by far when a survivor is injured, and that even seems to be the case when a survivor isn't injured, to a lesser degree, because of how much faster she can move. There seems to be very little to do against her when you are injured, and even if you are healthy, she might at times hear your breathing sounds.
The one good thing right now is that the sounds are broken, so that can throw a Spirit player off at times I guess. But that's of course not a fix because the sound needs to be fixed desperately.
Add to that the fact that she can very easily catch up to survivors when they try to get from one tile to the next, where if survivors don't get to another tile, they have to somehow try and lose Spirit which is very unlikely if the Spirit knows what she is doing and notices when scratchmarks disappear, and Spirit can really feel like she has way too little counterplay that also isn't engaging nor skill based in the slightest.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1573872#Comment_1573872
1000 games would be average samplesize lol. Did you graduate in a topic that includes statistics?
What? What does that have to do with whether I graduated in a topic that includes statistics? That seems so random. I realize that 50 games aren't a perfect sample size in general, but 50 matches with one killer is not a bad sample size either. I just doubt that all 50 survivor teams Otz went up against with one killer were all not good.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1573905#Comment_1573905
Then it must be just me. I may be able to escape against most Doctors nowadays, but I have this feeling that he's quite a dirty Killer, especially those Doctors who come with add-ons that speed up the recovery of the "Static Blast"
I hope it's not an entitled thing to say that I think his power is a bit dirty and unfair, at least the Static Blast part, but oh well.
Ya can't run Calm Spirit every match, which would be his only counter, apart from lockers that barely appear on certain maps, when you're JUST in the wrong place.
I mean most people have killers they don't like or are not good against. That's just normal.
I wouldn't call Doctor's power dirty though. Every killer has a power that gives him certain advantages to deal with survivors, and the Doctor simply has a power that can help him find survivors and be strong in a chase. And because his power is actually good, he is actually a viable killer that has the chance to keep up with the fast gen times.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1576822#Comment_1576822
Well it can be justified in other ways but if just because its available means its fair play then, ebony mori iri head huntress would be fair play in your eyes I guess
I play both sides and no matter which side im on if I see someone running the small pp build they will get no sympathy and I will remind them of it in the post game chat
Comparing Unbreakeable and DS with Mori or Iri Huntress is quite a stretch since the combo issn't nearly as strong as Moris or Iri Head, but yeah, if something is available in the game to use, it's hard to blame the players using it. Especially when it comes to perks.
You just sound like some 10 year old when saying that people deserve to be slugged and treated in a toxic way because they use two perks you don't like.
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1577251#Comment_1577251
It does though. From having 3K hours on the game, most killers bring it because they know they can’t do good in chases or they bring it for someone or a group of survivors they don’t like personally. I understand using NOED if you’re new because you don’t know what the perk does or maybe you just wanna see how you’ll do with it but a lot of rank 1 killers bring it and mori off first hook, this happens a lot in SWF and solo que more towards solo que.
Killers that obviously struggle and would have clearly lost without the Mori are bad. Which by the way isn't a bad thing, for some reason some nerds seem to believe being bad at a game or just being a casual is a shameful thing, which is honestly beyond hilarious if you give it any thought.
But there are also good killer players that may use the Mori like that: Mori is no doubt a terrible offering and needs to be looked at, but saying that every killer who mori's first hook is bad isn't quite accurate. It's simply more common for bad killers to do so since they need it to win.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/186464/slugged-for-four-minutes-because-i-used-perks
If you got slugged without ds and unbreakable I would have felt bad for you but thats just karma for running that broken perk combo
You‘re exactly that kind of killer main that makes all killer Mains look bad. How on earth is running a perk Combo available in the game deserving of being slugged until one bleeds out? People are allowed to play with the perks they want to play, even if you don‘t like them.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1573823#Comment_1573823
I agree but Badham balanced? With over 5 god pallets and multiple infinite’s? I don’t think so. The original three realms are probsbly the most balanced of maps, as tiles are almost all mind game able and there’s pretty much only one god pallet on each of these maps, as well as no infinite’s.
I personally don't agree with that. I actually do not see how the tiles on the original maps are mindgameable. Almost all of those pallet loops are too big for the killer to properly mindgame, the killer just has to run around the loop until the survivor drops the pallet and then break it. Those maps have a few loops that I guess can be mindgamed, but most of the loops unique to those realms are not mindgameable. Killers with anti loop powers can of course deal with those loops much better, but killers that are just an M1 killer in chases have no mindgame potential at those loops.
Badham does have a fair amount of god pallets, although it's being reduced by one with the next patch, but the majority of pallets in the outside are actually mindgameable by the killer and survivor, giving killer counterplay at those pallets without having to break them immediately.
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@slimjim75492 said:
Killers shouldn't have a hard time hitting you really man! you guys already have the advantage you must not understood what I said above where the killer turns his body and hits you after he swings then the weapon goes into a downward motion to the ground but the killer turns and surprising hits you unbelievable
Again those janky hits are most likely because of connection. The hitbox itself is fine I believe.
And no, killers do not have the upper hand. Gens go very fast so killers have to be fast with downing survivors and applying map pressure. If a killer catches up to you with proper gameplay, he should be able to reliably hit you.
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@T1meLord said:
https://forum.deadbydaylight.com/en/discussion/comment/1532338#Comment_1532338
I agree that making the traps more obvious would be a good alternate to reducing the amount of traps. Probably even better actually. Maybe make them glow orange or red. As far as what I meant by too toxic: Some players would put the traps literally everywhere, not just around hooked survivors or gens. I felt like every few steps I took, there would be a trap. It was almost like they had more than 10 active traps or something. Or I was just very unlucky.
You were probably just unlucky. The thing is, that's her power, and without that she is just a useless 110% movement speed killer. Her strategic placements of traps is what makes her good, if you only let her have two or three traps, she'd be completely butchered and by far the most useless killer in the game.
I'm gonna be honest I absolutely hate going against Hag but I don't think she really needs a nerf.
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@Bullettimegod said:
You dont want to nerf spirit. You just want boring predictable games where you can loop with out using your head.
What a ridiculous post. Do you assume that everyone that says they would want a certain killer nerfed a bit simply wants Killers they can easily beat? Disagreeing is fine but at least try to understand where some people are coming from instead of just accusing anyone to want bad Killers in the game like some 12 year old.
But of course twisting the words of people into something ridiculous makes it much easier to argue against them.
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@MotherOfRaccoons said:
Lmao.
Just like they said, now that Nurse then Billy got the axe, the crowds demand to nerf the next strongest killer. Maybe we'll live to see the day when players protest to nerf Clown.
Spirit is fine. Learn how to counter her.
Stop believing that all These People are part of some huge group to get every killer nerfed. It‘s simply not true. Some Killers just could use some tweaking, since many people feel that killers like Spirit just don‘t have fair, skill based counterplay. Sure there are those rare Special survivor Mains that would probably want to nerf every killer, but most People aren‘t like that.
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@lostboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1573522#Comment_1573522
'back then' - it still is
The game‘s balance has been improved so much over the past years. Killers aren‘t so underpowered anymore, not even close. Survivor isn‘t that easy anymore, playing survivor well against good killers definitely takes much more skill now. The game is in a pretty good state balance wise.
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I'm not a survivor main, I play both sides fairly equally, but I definitely enjoy the normal survivor gameplay of trying to get gens done and evading the killer. If the killer is good and knows how to pressure maps the matches can be particularly fun since there's more interaction with the killer. I personally also don't find gens too boring, as long as it's not the only thing I do in the entire match.
Chases are very fun especially on maps that have pallet loops that can be mindgamed by both survivor and killer. It always feels good when you can mindgame a killer succesfully. I also find enjoyment in stealth, especially when the killer is powerful and you have to fear being caught by him.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1573890#Comment_1573890
Looking at your picture, do you think Doctor is balanced? Just a quick question.
Yeah I kinda do. Great chase potential and good tracking ability, but lacking a bit in map pressure. I think he definitely has the potential to keep up with fast gen times thanks to his strengths, but isn't op or unbeateable or anything like that.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1573859#Comment_1573859
Yeah, I'm guessing around 10% of people generally speaking are jerks, so regardless of tunneling and camping, etc, about 1/10 survivors are going to be rude in chat after a game regardless of what happens (if they win they'll make fun of you, if they lose they'll blame it on tunneling or camping or your loadout or whatever). So not a high percentage really but since there are four survivors per game it ends up being about once a night assuming I play 2-3 games. Obviously if they win they don't have a complaint about tunneling or camping, it's only when they die that it's a thing.
I would guess the percentage to be a bit lower maybe, although maybe 10% is quite accurate. Who knows, there are days where I'd assume it would be even higher admittedly.
Sad enough if you get the worst of the worst, those even behave like jerks when they win.
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@tfareyouthinking said:
You honestly think that one of the most toxic gaming communities would actually have peace?
That’s like saying the game should be balanced...
it’s never gonna happen.
I would argue the game is already in a fairly balanced state. Not perfect of course, there is still enough room for improvements, but the game is already pretty good when it comes to balance. Killers are now in a much better state and have a fair chance of winning.
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@YaiPa said:
obligatory "the game is balanced because streamer 'proved' it" thread.
It's not about this being matches coming from a streamer, but that it's 50 games in a row which is a fairly big sample size. If all you take from this post is only the typical "a streamer said or did so, so it has to be true", then you missed the point of this thread.
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The build does seem overwhelming on an indoor map like Hawkins, but in general I think that this build is pretty damn strong but not too strong. Haven't ever gone against it or played it yet, though.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1573734#Comment_1573734
Well first, saying "some" is a gross understatement. I never face camp mid-game (it's bad strategy) and I basically just chase who I have an opportunity to chase, but I get called a camper or tunneler pretty frequently after a loss. It's not an uncommon occurrence and it's almost always a survivor who died complaining about it. It's definitely a sore losing thing.
And I get it, losing isn't fun. But getting downed occasionally after a hook is part of the game.
Now if you want to talk about player elimination in general as a concept in multiplayer games, I'd agree with you that it's kind of a terrible mechanism, especially if it's a long game and the eliminate person has to wait a while to do anything else. Dead By Daylight fortunately isn't that long a game, about 10 minutes, so typically an eliminated player who actually wants to stick around and watch the rest of the match only has to do it for a few minutes before the game ends. But yeah, in a perfect world I'm not an advocate of player elimination in multiplayer games generally speaking, and if there were a way to do this sort of game without kicking people out one at a time I'd be for it.
But as it stands of course that's not the case, players get eliminated one at a time and that's pretty much the way it is. I'm not saying you need to think it's fun to be eliminated, but I am saying it's not the killer's problem if you're not having fun simply because they downed you quickly.
Well I never blame the killer for tunneling or camping, I just think it would be healthy for the game if the devs found a way to nerf camping and tunneling so it is less encouraged. Because right now it seems like too many people still do it. I get that by design, this isn't easy to do so, simply because camping and tunneling are strategies that are created by the core design of the game. But I do believe there could be ways to make these strategies less effective which would be a good thing.
And I really am talking about tunneling a survivor non stop. I understand that sometimes survivors get downed after being unhooked without the killer necessarily tunneling. It's just about making camping and tunneling in general less effective. The less effective tunneling is, the less people will most likely do it. And if killers should get some buff in return, that of course would need to happen as well. It's really just to further improve the game's fun factor for both sides.
Also, in my experience, it's only a small minority of people that complain about me tunneling even though I didn't. I honestly barely get them at all. Most of the survivors I go against do not complain about tunneling if there was none, not at all. Not sure what kind of people you go against but I feel like you only think it's so many simply because you only remember those people, and not the many survivors that simply don't write anything into post game chat.
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I still do think that at least Legion is not viable at the highest level of play, though that's just my opinion. I could imagine Otz getting a bit lucky with his teams and matches, simply because matchmaking is somewhat screwed at the moment. But I do agree that killers are now in a much better spot than they ever used to be, and that some people exaggerate heavily on how bad killers have it and on how defenseless killers are against fast gens.
I do think one reason as for why so many people still feel like gens go to fast is simply because killer mistakes are more punishing, especially early on, so a few mistakes may let survivors do gens real fast and lose you the game. And so people feel like gens go too fast, even though not making those few mistakes or getting outplayed a few times could have made the entire match progress and end much differently. Another reason is the lack on feedback when it comes to map pressure, as it's very hard to tell if you applied good map pressure and what you could have done better to maybe prevent the one or other gen to pop.
I'm not going to say that the game is perfectly balanced. I still do think that at the highest level of play, survivors do still have a greater chance of winning than killers do, but that of course depends on what killer and what map. But I agree that the game is in a pretty good spot balance wise at the moment, and that there certainly are a fair amount of maps that are now pretty well balanced with the gen times in mind, like Coal Tower, Wrecker's Yard, Badham maps or Dead Dawg Saloon, and there's a fair amount of really good killers that have a chance to deal with the fast gens in this game now as well.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1573513#Comment_1573513
Camping mid-game isn't effective except when the survivors are silly enough to just rush in blindly for a rescue. If they are patient and do gens before one of them goes for a save the camper will lose. It doesn't need to be weaker, it's already a weak strategy.
And "tunneling" is literally just knocking someone down twice in a row. I'm convinced tunneling complaints are more about sore losing than anything else. Yeah, dying isn't as fun as surviving, so what? There's absolutely nothing wrong with downing someone twice in a row or chasing an injured survivor over a healthy survivor. "But it's not fun for them", is short-hand for "I'm losing so I'm not having fun". Losing is part of the game, I don't go around griping it's unfun when survivors escape, so why would I go around griping if I was clumsy enough to get downed multiple times by a killer?
No wrong, if people say getting downed right after they get unhooked is not fun then that doesn't mean they just can't lose. They say it because indeed it's no fun. Because it kinda denies them to play the actual game. I get that some people complain about tunneling even if the killer didn't tunnel, some people accused me of tunneling even though I didn't. But there are people that actually have reasons to complain about tunneling because actual tunneling is just awful to go against.
Also, camping can be quite effective against solo teams, and at times even swf teams. It's just still too effective for how unfun it is to go against, and how barely any skill it takes to pull of.
For the health of the game and it's design, it would be better if the devs found a way to make camping and tunneling less effective, so people are further discouraged to camp and tunnel.
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@Buttercake said:
I haven't seen PTB version yet. Lo l, I finally got to play this version and they are already changing it? I hope it will still be fun. 🎂
Gameplay wise there aren't many changes. Just a few breakeable walls and one pallet less in the house with the basement and garage. The biggest difference is probably that one breakeable wall that blocks off the doorway that you could use to run around the window loop at the school multiple times.
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Probably some of the most balanced maps except maybe for the buildings being a tad too strong maybe, which is getting fixed with the upcoming patch anyways. Certainly some of the best maps in the game, especially after the new chapter releases. It really helps that the maps aren't too big or too small and that they have a fair amount of pallets that can be mindgamed by both survivor and killer.
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@dugman said:
There's nothing wrong with "tunneling" and "camping", other than it can be bad strategy to stand around a hook doing nothing or chase someone way too long while the gens get done. And sorry to say but new players are the ones that are most likely to be spotted, chased and downed so they're likely the first ones to die in a match regardless of how good or bad a killer is.
Honestly new players are going to get creamed in most multiplayer games starting out, it's the way of the world in this genre. You just have to stick with it, understand that losing is part of the learning experience, and get better over time basically. And I'm sure lots of people on the forums are happy to give advice and point to videos, etc, to help out.
THe problem with camping and tunneling is that it's a strategy that is beyond unfun to go against, especially camping, since you pretty much don't get to play the game, and it's too rewarding for how little skill it requires. If it was less effective, less people would be encouraged to just camp and tunnel, which is why the devs should look into weakening camping and tunneling.
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The changes have been more beneficial to Killers because of how survivor sided this game used to be. If you enjoyed the game back then but not anymore due to balancing, that‘s just because you enjoyed playing the much better role to get easier wins and can‘t deal with the fact that killers now have a higher chance of winning. In fact, many people agree that survivors when played optimally still have the upper hand.
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If anything that‘s probably a connection issue. The hitbox itself seems fair enough.
Also, if a killer is able to catch up to you, the killer shouldn‘t also have a hard time just hitting you. That‘s not how this game is balanced, since it‘s a 1v4 and Killers already go against the clock.