cburton311
cburton311
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@Nameless said:
The argument that survivors won't do anything to progress the game without DS to save them when they get caught is just such a weird argument. Like... What are you actually saying? That people actually are overrelying on perks that are basically a free-out-of-jail card? I normally don't pull the "Git Gud" card but I'm not sure if there's even another answer to this lmao. I haven't used DS in ages and I seemed to manage? What about all the other survivors that aren't using DS? Are you claiming they don't progress the game?
If you're talking about lower ranked survivors then sure... I suppose DS gave them a feeling of safety but they're still in a learning phase. It's not uncommon for lower ranked survivors to sit in corners of the map and not progress the game anyways so I doubt the change for DS would even have a big impact on lower ranked survivors.
I didn't say they wouldn't progress the game, i proposed that they will be more stealthy about it.
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@MadLordJack said:
It will definitely help. I can even see the devs buffing the timer and/or stun to make it better at punishing tunneling.
I just wish that other perks could be given such clear deactivation criteria. Imagine if BT somehow knew the survivor was using it for bodyblocking, or if NOED wouldn't activate if the killer hadn't done much that trial but not in such a way that gen rushing would prevent it.
Definitely? I am not so sure. Do you honestly think survivors only took DS to protect against tunnelling. I think the value of the perk included all its uses, including the offensive ones. With that value removed I just don't see this perk being used anymore at the same frequency.
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I don't think that is how survivors will look at it that way at all. I think they will decide that DS doesn't do what they liked about it and stop using it altogether.
I'll pose another question, do we think that survivor dc rates (or hook suicides) will increase or decrease with this change to DC? And how do we feel that will impact the health of the game?
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@Healthore77992 said:
It will, you just won't be able to do things you otherwise wouldn't get away with, like doing gen in killers face, force a grab with rescue etc etc..
Agreed, survivors will have lost the tool that let's them do this. Maybe that's good overall or maybe not, it depends on what survivors do to replace that perk and how they continue to play. It will change their approach for sure, it would be silly to just assume that survivors will just keep doing the same things in light of these changes.
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true the abuse is gone, but i think the perk will not be used anymore. They nerfed it hard and in the wrong way imo. A lighter nerf would have been to deactivate it when the gates powered or the hatch opened. Then see how the meta shakes out.
I guess we'll see how abusive the killers get.
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It will depend, once i try it. If it is as bad as I suspect I will play more killer where the hud is largely irrelevant. Scattering the relevant information to the 4 corners of the universe will slow my ability to get useful info out of the UI at all
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I think decisive will be taken less. This in turn will embolden more tunnelling and less slugging. This will reduce the value of unbreakable and soul guard. It will be a whole new meta, which should be good. I'm afraid that the games will be less fun for survivors...but we'll see how it shakes out.
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@landromat said:
only thing that'll get worse is queue time
If survivor queues are slow, than my killer queues will be even faster. Since I don't use ruin/undying (I don't own either killer), its no bother to me.
It seems to me the people that are complaining the loudest about this nerf also proclaim that they get 4k's every match and that ruin undying isn't a crutch. There is a logic problem there, if you don't need it then who cares if there is a SMALL nerf. If you do crutch on it, then admit that and let's move the discussion forward and talk about why. Then maybe, we can actually fix the root problem and make the game more fun for both sides.
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I just had a match where after the 2nd blind save, i picked up the survivor facing a wall that was about 1 foot in front of my face. Somehow staring at a wall, they got the third blind save!? I knew it was coming and I still couldn't stop it. From where I was facing I couldn't see the survivor or the flashlight that somehow blinded me. This was as doctor if that matters.
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@Almo said:
You earn NOED's effect by playing with three perks during the beginning and middle of the match.
If the Survivors do gens too fast for you and you get them, it's their fault; they had time to do totems.
If you keep so much pressure on that they don't have time to do totems, you're still earning it.
If the Survivors try to unhook someone while exposed by NOED, that is also their fault.
Ordinarily, a Killer shouldn't get more than one kill from NOED.
NOED = KEY
Maybe the killers here can relate to a match that was going well suddenly ending for a BS item or perk. NOED feels exactly the same for survivors as keys due for killers. Sure the killers should get good. Franklins would like to talk to you. Sound familiar?
Of course those "counters", don't fix the inherent design problem with keys. In the same way that asking every survivor to patrol the map for dull totems isn't a fix for NOED. Just because there is a technical counter to the problem doesn't reduce the problem at all, it is simply a band-aid to a problematic perk.
The sooner we stop making excuses for bad design the faster we can have the game that we all want to continue playing.
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@Almo said:
I think I should just keep this link on a hotkey.
https://forum.deadbydaylight.com/en/discussion/comment/1847022#Comment_1847022
NOED = KEY
Maybe the killers here can relate to a match that was going well suddenly ending for a BS item or perk. NOED feels exactly the same for survivors as keys due for killers. Sure the killers should get good. Franklins would like to talk to you. Sound familiar?
Of course those "counters", don't fix the inherent design problem with keys. In the same way that asking every survivor to patrol the map for dull totems isn't a fix for NOED. Just because there is a technical counter to the problem doesn't reduce the problem at all, it is simply a band-aid to a problematic perk.
The sooner we stop making excuses for bad design the faster we can have the game that we all want to continue playing.
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@KA149108 said:
Its a cheap "tactic", personally i think "How have you enjoyed that match when you downed the first survivor then camped them?". I always feel bad for the person on the hook as they haven't really had chance to do anything to get bloodpoints. Also when you are in solo play it can be difficult to work around a camper. I know there's the "just do gens" argument but if you can't communicate then how do you know?.
Normally if I'm quite away from the hooked survivor i try and get the gen I'm working on done and hope my other two team mates who are closer with rescue. However if i see that they are nearing second phase i will head over and then if i see the killers is straight camping i won't save unless someone else is there and we can take hits for that person so they are not tunnelled. But again those matches are always so boring and the killer usually gets rewarded because the survivors cannot communicate.
But there is also the issue of team mates dying early on hook if they are being camped. In some cases that person on the hook wont give you time to do gens to punish the killer for camping. So its not always as simple as "do gens".
I think a good solution to this would be to increase the time of hook states, atleast then you can work through gens and it will really punish the killer for playing so poorly. I know that some people will disagree with my statement but it is prevalent in this game and more so with the blood event on right now.
I would suggest rather than increase the time on hooks, that a small buff to gen speed be applied to the other survivors. This has the benefit of punishing the killer alone. Putting me on a hook for 5 minutes might guarantee the win for the survivors, but it would also guarantee that I would alt-tab out until the next match started. 5 minutes would be extreme sure, but I use that to make the point that longer slower matches with survivors spending that time dangling isn't more fun.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1721982#Comment_1721982
Good but what if i told you you could get it done for $40.
Enjoy breaking your head on that :)
break 4 links of 1 chain segment and reseal those to attach the remaining 4 lengths together, $40
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Granting a safety pip i think is fair, and if the developers need to prevent the gaining of pips for abuse reasons that might be a fair trade.