danielmaster87
danielmaster87
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@HoodedWildKard said:
Just kill 3rd survivor. If you manage to catch the 4th one, all well and good. Regardless, 3 kills is a killer win, idk why ppl are so thirsty for those 4ks. 9 times out of 10 i just let last surv go anyway. No reason not to unless I'm sweating an adept/challenge, or if they've been toxic. Don't necessarily expect every other killer to go that far, but it isn't the end of the world if a surv beats you to hatch every once in a while.
By slugging for the 4k you are prolonging the game unnecessarily. And tbh if it's annoyed you so much as to have an angry rant like this? Then maybe you're taking the game a bit too seriously. If a 3k instead of a 4k triggers you this much
Sidenote, finding the hatch is much easier for killer than surv. You have total freedom of movement and a higher move speed. Whereas surv has to make sure you don't spot them. The only time surv will have an easier time finding hatch is if they run leftbehind. Even if they bring a hatch offering, any killer who pays attention in the pregame will notice and be able to cut them off.
Never ceases to astound me how y'all make it sound so simple. Why am I only allowed to sweat for a 4k if it's a challenge or adept? Who are you to say I can't try to get a 4th kill? It makes me feel better, just like the all-important survivors' feelings. And if it doesn't matter that much, why do the survivors tbag on it before jumping through, and why are killers made fun of for not getting a 4k every match? Always with the "You're taking this too serious" argument, which is just disrespectful and condescending to everybody who has ever taken a game or sport seriously. Just like another bad argument: "You find hatch better because fast." If the killer being faster than the survivor was all it took to beat them to hatch 80% of the time, why does a survivor get through it 80% of the time, the entire reason killers slug? The hatch is clearly coded to spawn where they're running or something, because there's no other way. Even if it's neck and neck, the survivor can just vacuum into the hatch from like 3 feet away, beating out the killer's close prompt.
And this idea that you can somehow know where the hatch is gonna spawn: tell me your secrets. I have never once knew exactly where the hatch was gonna spawn when there was no hatch offering; It's impossible, for all I know. It may have been a thing in old patches, but I'm fairly certain they patched it out, and made an announcement about it too, not just some shadow nerf.
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@Eelanos said:
On today's episode of "Just Leave - Special Killer Edition: Just Kill": Entitled killer gets angry at the game because a win for him isn't enough, he wants a Win++ and it's not easy because he caught himself in a stalemate not hooking survivors for no particular reason.
Buddy, at some point you have to admit that you don't have fun winning, you have fun making others lose.
If the 4th survivor gets a hatch, it's a null match for them. They don't win. What you're asking is to have an easy time making others lose, not winning yourself.
There's threads upon threads of people 💩ing on survivors for being greedy and giving killers a 4k when they could have taken the 3E win. When you do stuff like what you said, you're being no different to them.
And don't get me wrong, the game allows you to do that, but you can't complain that the game is "survivor sided" because you decided to slug a survivor for several minutes just to get an Extra Super Win Deluxe XL and it's boring for you.
It's you. You're the one holding yourself hostage. You've already won. Close the game.
Either hook the survivor and take the win, or go play survivor yourself and get that "free" escape that you think the hatch is.
Can y'all ever approach topics like this without attacking the killer player's character or their supposed mentality/motivations? Is that possible?
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@Laurie268 said:
It’s just a game, why not just hook the 3rd survivor? There’s no cash prize you’re only wasting everyone’s time including yours.
So on the hundred meter dash, which is also just a game, you just slow down at the end and settle for bronze, because otherwise you're doing something wrong? Why not take the whole thing when you've done everything right, up to that point, to do so?
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@VikingDragonXii said:
Here's the thing 360 isn't supposed to mess up the player killer but the "aim dressing" of the Killers themselves. 360ing causes the Killers attack to swing in a direct where it thinks the survivor is at instead of where the killer is aiming.
A simple fact that is never taken into account when this discussion comes up.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/3248096#Comment_3248096
Ive played on console for a while before building a computer. 360s aren't some overpowered move which will give survivors free distance. You don't have to be precise at all, as auto aiming handles the smaller things for you and you just have to aim in the general direction of the survivor. The only times I was ever spun was when I first started playing. After not even a day, I realized that I can turn up my sensitivity to track these survivors while they spin. 360s aren't an issue at all.
Everyone has slightly different technique and intensity though, which ruins your muscle memory. I've waited out 360s like people suggest, but then another match I do the same and it doesn't work. I've also spun my camera with them, ~360 degrees to hit them, and it's worked sometimes but not other times. Then you take into account the difference between console 360s and PC 360s, and some latency and no latency, and this sensitivity and that sensitivity. If we were to do things like make actual good auto aim or be a little bit more generous with the killer's attack hitbox, this wouldn't even be a problem. But y'all just keep hiding behind the same overdone arguments of "just learn this tech that doesn't work sometimes", "switch to PC", and "baby killer skill issue" to avoid solving the problem.
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@Nirgendwohin said:
https://forum.deadbydaylight.com/en/discussion/comment/3248628#Comment_3248628
it sure has. even with only one gen left nobody will touch a gen anymore because the time it takes, even on big maps, is not enough to finish a gen. Especially when playing against Wesker who can cross the map in no time.
the first person who get caught suicides on hook to give the second person the chance for the hatch. slugging prolongs this situation unnecessary.
If they don't touch a gen then they're cowards. Their teammate could be running the killer for 2 gens and they're just like, "Imma hide cuz we lost anyway." You're literally reinforcing the solos who make solo queue a bad experience. And let's get it right: Slugging is the killer's solution to their problem, not the thing that causes the problem. Y'all are getting freeeee Unbreakable soon though, so I guess that'll be the end of that.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3248628#Comment_3248628
It does correlate, because this didn't happen this much before gen times were increased. Survivors feel hopeless if there's only two of them left.
It doesn't 'punish the killer for killing', because killing a survivor is still in the killers favour. This is no worse than killing a survivor weakens Thanatophobia. Yes it technically does, one survivor dead is one less survivor injured, but you've eliminated a survivor, so it's a net win.
This has always happened since awful hatch was introduced. Gens taking a sliver longer doesn't take a survivor from hopeful to suddenly having all their hope crushed. They can still do gens if they want to win and believe they can still win, and if not then of course they give up and die.
Thana has always become weaker when survivors started dying, but with its current version, 90% of its strength is lost when 1 survivor dies compared to before. And that's a perk, not a game mechanic.
People who take killer seriously tend to stray from using language like "a net win" because there is no such thing for the role. You're punished, by efficient survivors, no matter what you do.
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@NMCKE said:
Here's the trick to getting a 4K.
Use an offering that spawns the hatch in a predictable spot, meaning you don't have to do slug games. You can just hook and make your way to the general hatch location.
Close the hatch and now you have the EGC to finish the last survivor. The only time this won't worth is if the survivor is running Sole Survivor, using a key, or poor gate spawns. However, you will get the 4K 90% of the time without dragging out the game for ages.
So many unasked questions with that. You're assuming the killer is winning, and that they're remembering throughout the entire match that they have that offerings, and then they just happen to get their in time before the survivor does? And then the gates power, so you're back to square one because they can escape through those too.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3248629#Comment_3248629
??? hatch is literally neutral. you dont lose as a killer if someone escapes thru hatch
What if 2 have already escaped through the gates and then the last escapes through hatch, because hatch spawning after the gates are open is still a thing? The killer's supposed to guard all 3?
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@Hawk81584 said:
slugging for a 4k is petty anyways
@RonMan32 said:
You don't need a 4k. A 3k is a win. Slugging for the 4k is equally as stale, if not more so. Don't be a sore greedy winner. Hook the 3rd survivor and if you find hatch, great. If you don't, no biggie it was RNG.
The 4th person getting hatch is not a real issue that needs to be addressed. Your ego just can't handle less than a 4k apparently. You're free to slug for now. But that's YOU creating the stale gameplay, not the game. You hooking the 3rd survivor and this tense "who is gonna find hatch first?" is WAY less stale but no you'd rather guarantee the 4k. 20% of the time is really a you issue btw. You're faster and have no need to hide, it's WAY more likely the killer finds hatch first.
Amazing. So you'd agree that survivors wanting to get 4 out instead of 3 is equally petty and greedy? That it's all about their egos and being entitled?
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@Jay_Whyask said:
You got 2 sacrifices, you won, you won the game.
Stop slugging the third and you got 3 sacs, ez game.
Playing killer is exhausting because you're being unusually hard on yourself.
Winning to me is more than a draw. It's just become normal in this game for the killer to be resigned to 1-2 kills against decent survivors, or else they're "entitled killer mains." It's not unusual to want a complete win, not a 3/4 win. It's only in this game that it's the norm, not through logical conclusions or anything either, just "deal with it." We're not even talking about it being down to the wire, after all the gens are done, and 1 person getting out as opposed to nobody. We're talking about survivors failing in their objective and getting a free escape, for no further work, as a result. I'm not saying just take hatch away and show auras for free. Just make a better endgame mechanic than, "I press this button on this thing so I get out for free."
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Hatch is indeed like the worst endgame mechanic they could have possibly come up with. "Got a 4k? Nope! We just let the last survivor out for freeee!" The only thing people say against it is, "They probably got a bad team" (Really? Every single time, we're supposed to assume that?) and, "It's to stop the game from being held hostage." (Why not make the anti-hostage mechanic killer favored then? Or at least neutral and not a free escape?) both of which are terrible excuses. My suggestion? The survivors don't want to progress the game, they get their auras shown, cross-map, without lockers or Distortion or anything like that stopping it. I have no shame.
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@Seraphor said:
This is partly why I was against a flat increase to gen times. Gens were going too quickly, but simply increasing gen times across the board makes survivor less engaging and leads to situations like this.
Instead, there should be a dynamic scaling system, that makes gen repairs quicker when survivors are eliminated, or slow if gens are repaired without any survivors being eliminated.
The increased gen times has no correlation with the situation the OP is talking about. What you're suggesting punishes the killer for killing.
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Eruption is like the only perk that rewards killers for getting downs. You want to take that away, you once again will be taking away killers' incentive to go for multiple chases.
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@Volcz said:
I was in True's stream today and people got on me for saying it was a horribly designed perk. They decided to blame it on the whole SWF vs Solo problem. I agreed noting SWF and Solo are night/day but by them saying that, they unknowingly were agreeing with me that it was fundamentally a horribly thought out and designed perk.
I asked True what the counterplay was for Eruption as a solo player and I kid you not, he said just don't get downed. I exitted the channel a few seconds later.
That is the counterplay. People also said old Pop and Pain Res/DMS had "no counterplay", whilst they gave killers downs left and right. You don't go down constantly, you don't get hit by these perks. It's not that hard to understand. There are more than enough strong loops in maps to where you can easily run the killer for 40+ seconds each time. We can't keep balancing off bad survivors.
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@nora_the_explora said:
https://forum.deadbydaylight.com/en/discussion/comment/3248096#Comment_3248096
I don’t really see a problem with people 360 the killer, not may people can do it ( i prob see it 2 times every 20 games and there’s a way to counter them if you are on controller, even if they manage to do it , u end up catching them anyway cause that don’t get much distance from it …360 is used in a situation where u have nowhere else to go and loop so, if the killer is letting survivors spinning more than 2 times it’s kinda the killers fault. Can we just stop complaining about everything in the game xD plus there’s no way to “nerf” 360 so u can try just to take a few steps back and u good to go, what is gonna te ? Like 3 more seconds? It’s not a big deal to me
Time is everything for killers. Even those 3 seconds are valuable. We shouldn't have our time wasted by no-skill spins. New animations would have fixed this, but they were scrapped because of entitled survivors wanting to keep easy 360s, and immature "I need to go to the bathroom" jokes. This is what we're balancing around. Sad.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3248100#Comment_3248100
Wasn't having a better view a problem with stretched res?
For survivors! For killer, it doesn't let you see over loops you're not supposed to, because it's first person!
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I guess it means making a really strong medkit, like a green medkit with a green charge add-on and the speed-up scissors. I've never used the term though.
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Just to give a unique perspective, the poor killer fov has literally altered the development of my friend group on DBD. I have 1 person, out of like 5, that actually plays killer for more than just tome challenges. At least 1 cites that he can't play killer because it makes him feel sick. So instead of 40% of my friends playing killer like me, 20% of them do, and it's directly linked to the poor fov. Obviously using a small-scale example, but the ratio stays about the same if I played regularly with more of my friends.
This is not a small issue. An fov slider should be a standard feature like it is on every other game. It's been asked about for years. All that's been presented to defend the fov staying as it is are very weak and 1-sided arguments. It's a competitive advantage to see normally as opposed to seeing through backwards binoculars? Who would have guessed?
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@nora_the_explora said:
https://forum.deadbydaylight.com/en/discussion/comment/3248047#Comment_3248047
If u are getting 360 on console just take a few steps back… it’s not this hard
I think the fact that we even have to do something stupid like that, just to counter spinning a joystick, is a very bad look for the game. Why can't I just hit the survivor when they're in melee attack range? Why must I be so precise? And you act as if the survivors just spin forever. No, they spin once maybe twice then use the distance they gained to get somewhere safe for free. If you get within range, they're able to do it again. It's a big problem for console peeps.
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@Veinslay said:
Because survivors love FOV teching and 360ing which completely screw over console killers while doing nothing to PC players. When the devs got rid of 360s with the animation changes, survivors threw a hissy fit that they quickly changed it back. Devs won't repeat the same mistake and add an FOV slider for killer!
Truer words were never said!
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3247852#Comment_3247852
Never said it was useless. I disagree with you saying the current one discourages tunneling because the 3 seconds do nothing to discourage it, especially when faced against the most popular mobile killers who can quickly close the little distance you can gain. It was fine at 5 seconds as long as it was before 5 gens were done. As all things are with swf, they're really the only ones who can use it to it's full potential since they know how to rescue in pairs and take heat off of the survivor after they stun the killer. Solo needs something to help with the lack of teamwork and bumping it back to 5 seconds would do that.
Funny thing I've noticed is that it's always the killer's fault and always the survivors who are in need of buffs in order to fix a problem. It's sacrilege at this point to suggest that survivors need to go throw some changes to make the game better. Sure, they get a perk nerfed or rather reworked every now and then, but new animations were cried about to death, the person on hooks hitbox was made bigger, and less hooks spawn on maps. The biggest reason we can't buff solos or survivors in general is because the devs won't make killers as strong as they need to be to deal with those newly buffed survivors. So the 'biased' solution of simply buffing killers first is the only one that secures a much needed killer buff.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3247802#Comment_3247802
I said I'm low MMR as survivor, because I'm solo queue and I'm randomly but constantly dragged down by people quitting at the start. As killer, I'd assume my MMR's more moderate; I'm at a point where I can play for the 12 hook and my matches can go either way. (When I was low MMR as killer during the anniversary event, I knew.)
I have no idea what you're referring to with survivors being smart enough to pick up slugs but not smart enough to bodyblock them.
Regardless, asking for a buff to tunneling is something that applies across the ladder, so I really can't condone improving it for top end games when everyone else is going to suffer for it hardcore. Tunneling is way stronger than it should be from a game design perspective (because having the dominant strategy be to remove a player ASAP is bad for fun, but the way the game is set up makes it the most effective way to play in most circumstances) and nearly anything that discourages it is a good thing in my eyes.
If you try to go for 12 hooks and you honestly don't think the match is leaning towards you losing, your survivors are weak. I feel as if I'm losing the whole time until the very end, when I actually do win, and usually there's no more than 1 or 2 gens left (with progress on them as well). With killers like Hag, it's a miracle if I actually do win, and always because the survivors were weak or threw. Takes next to nothing to trip traps and loop a 110%. Even Wesker I get this feeling with though, because my survivors basically always attempt, and succeed a lot, to dodge my power so I don't get that extra slowdown.
You said that survivors can pick up the slug, but that they wouldn't get very far after being picked up. If you're right there as they're being picked up, that's not "proxy" camping them, is it? And if they get up and you're not right but you are still going after them, why would the person who picked them up not body block?
Tunneling's already good at the bottom level, which we should never be balancing for, so why not make it better for top level in which it's like the only viable playstyle? The devs have shot down every attempt to make killers strong enough to win without tunneling, so why don't they just embrace it instead of making half-measures? Survivors don't need base anti-tunnel other than the free BT they get now, because it already gets used against non-tunnelers who try to go for the unhooker anyway.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3247886#Comment_3247886
Nah, that's not true and you know it
What are your matches even? Killer goes through like 6 pallets and only 1 gen has been done?
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3247865#Comment_3247865
And once you break everything?
The game's over by then, bro. Even if it wasn't you have windows. The killer doesn't have time break all these pallets and still expect all the gens not to be done.
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I've also had my disagreements with the emblem system, for both sides. If you as survivor get downed 1 time, suddenly impossible to get iri Unbroken emblem. If you let survivors get healed, or hang around hook for like a second as killer, you lose points for that as well.
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Maybe 5% of Leatherfaces I've ever faced have face camped.
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I can't provide my answer to this without starting an us vs them, so I abstain.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3247579#Comment_3247579
If you are not decent enough to at least kill 1 or 2 I guess
There's no guaranteeing kills in this game, absolutely not. Even still, just 1 or 2 max? It speaks to how OP SWF is.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3247559#Comment_3247559
Nah, not everything needs to be killer sided
Besides, break the pallet and its over, literally 3 seconds
Connect the dots. You break one pallet, the survivor easily has enough time to get to the next. It's by design!
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@Roaroftime said:
Dev's don't seem to have a problem reworking perks when they're survivor perks, MoM? Blast mine? No one asked for these survivor perk changes but devs did it randomly anyway when nobody asked for them. So why can't they change a killer perk e.g. 1 second delay before the gen explodes for example, easy. Literally so many people have asked for this perk to be changed and they refuse yet they change survivor perks for no reason.
Those changes are like the worst examples you could make, as they were complained into being reverted near enough instantly. Killers complaining about nerfed Pop and Ruin though? Radio silence.
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Can y'all ever let survivors get rightfully nerfed without killers also getting a nerf? Or killers getting a buff without survivors getting a buff as well?
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3247804#Comment_3247804
No, it does something. It discourages killers from tunneling someone out as fast as possible and it gives the survivor player a chance to play a little more. It doesn't do anything if the killer doesn't tunnel and it doesn't prevent tunneling either. It just makes tunneling a little more frustrating for killers to pursue.
Y'all can't have it both ways. You can't call DS useless when it does discourage or prevent tunneling, just because you can't stun the killer when he's very intentionally not tunneling.
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Doesn't surprise me. Blight is nowhere near as strong as he's made out to be. Especially against SWF.
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If they do it, at least let me hit them. Oh, they twitched to the left or right, so I swing and miss, and they still body block the hook.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3247794#Comment_3247794
If you chase someone for 2-3 Gens, yes, you messed up.
By George, you're smarter than this, man!
If survivors spawn on gens separately, a very common scenario, and you chase the first person you see, they run to a jungle gym or something, force you to break the pallet, hold W to the next loop, and then go down after you've had to Bloodlust that pallet, then hook them and walk towards a gen, that's 80 seconds: 3 gens. If you drop chase with that person because, "they're too good" or "they're in a strong position" then you've wasted time for nothing and are probably in an even worse position. You cannot pressure all 4 survivors right of the bat; it isn't possible.
The forums today have been an absolute April Fool's joke.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3247696#Comment_3247696
So you went back to hook when the unhook happened, dove back on the target that was just unhooked, chased them down, downed them, then picked them up, and you're mad that the survivor perk that exists purely and solely for that very specific situation is punishing you for completing that five-step plan required to get the perk to activate.
You faceplant into a DS -that- hard, you deserve a 10 second stun, let alone a five second one. And, contrary to your earlier statement, it isn't 'free'. It costs a hook state to use, remember?
If they try to bodyblock or flashlight save with it, just smack them down and continue on your way. They lose more time crawling on the ground than you do landing one (1) free hit.
I'm not so sure about that last statement. I've had many games where when I went for slugs instead of hooks, they were able to pick each other up faster than I could down. Y'all don't?
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3247643#Comment_3247643
No, with it deactivating when all gens are complete, 5 seconds are fine.
So DS doesn't do anything, just because after gens are done specifically, it doesn't work?
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3247709#Comment_3247709
Yeah, I see plenty of that. It's easy pressure. Off The Record is way stronger as a bodyblocking tool, and a survivor in a locker can't block you. If they're in a locker and priming for a flashlight save, I'd just grab them to get the DS out of the way; they won't have enough time to pick up the slug and allow the slug to get anywhere. I'm fine with slugging being the counterplay. It'll be a problem if they implement that idiotic infinite Unbreakable, sure, but that's its own can of worms.
You're wrong on both counts. Granted, I don't play against particularly high level survivors either, but mostly I'm just more interested in chases than wins and I don't tunnel unless I'm losing, so most instances of DS I run into are survivors who are obviously trying to bait me and not people I was trying to down, and they're handing me free pressure versus forcing me to compromise with what would have been a down and hook.
Now, survivor - I'm pretty low MMR there and I see plenty of completely unnecessary early-game tunneling. Just yesterday I had a Wesker hard tunnel a Jill at 5 gens in what was already a DC-induced 3V1 (and when I say hard tunnel, I mean for all 3 hook states and that getting in his way and offering him free hits didn't deter him.) So no, I'm not especially sympathetic even though I do recognize tunneling is more necessary at higher level games. Survivors still spend a perk slot on DS and DS in its current state is pretty mediocre, so I think nerfing it further is a bad move.
You've admitted as being low MMR, so none of your experiences are gonna be anywhere near mine. Of course tunneling is strong at low level when no survivors know how to play against it. They're smart enough to pick up a slug but not smart enough to body block them? What is going on?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3247725#Comment_3247725
While this is true, people act like if you suddenly come into a situation where you have to tunnel to have a chance. Usually, when you start losing the game, there were mistakes before.
But yeah, DS cannot be oppressive anymore. At some point I have proposed that the Stun should be 2 seconds for each Gen remaining, so 5 Gens remaining, 10 second Stun, 3 Gens remaining 6 second Stun, 1 Gen = 2 seconds, etc... And deactivated once Gates are powered.
This would also account for the fact that Killers will need to tunnel more when there are less Gens to do. But if you decide to tunnel at 5 Gens and pick up the Survivor, they get a 10 second stun, because they managed to down a Survivor, hook them AND down them again with 5 Gens up, aka there is no need to tunnel at this point.
But overall, I would be happy if it is 5 seconds again, just because DS deserves to be a meaningful Anti-Tunnel Perk, because the Survivor has no way to progress the game when they want to keep DS.
So the first chase costing you 2-3 gens is your fault, because now you're losing?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3247696#Comment_3247696
I mean, if they are bodyblocking with DS, you are still not forced to pick them up. Same when they go into a Locker. Or have I missed the Patchnotes were DS now forces the Killer to pick up Survivors?
And yes, you are right - Killers dont have to care for DS anymore. Most Survivors dont run it because it is a wasted Perkslot. It was always a Perk which was useless against the stronger Killers, now it is also useless against weak Killers. And even if someone is dumb enough to still play with DS, you will catch up immediatly, since DS grants you a whopping distance of 7 meters. Yay.
But at least dont pretend that you are forced to do anything.
Time. That's what's y'all are missing. Having to go on another chase with a survivor after you just downed them is devastating, and potentially game-losing on its own. Even if you don't pick them up and get DS'd, you just had to waste time downing them, while you go into cooldown and the unhooker gets an extra lead, and then the other person gets picked up. That's lose-lose, which you're forced to play into.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3247672#Comment_3247672
In an ordinary situation, having such an option would be OP, but with DS, this is because you are tunneling the survivor off the hook. I am willing to give far more leeway in this situation. It is quite fair for survivors to have tools that make tunneling them inconvenient.
https://forum.deadbydaylight.com/en/discussion/comment/3247684#Comment_3247684
Sure, people pick the survivor up. They get off gens to do it and I can proxy the body to smack it or the rescuer back down. It's pressure either way. I don't care.
Maybe I'm just not cutthroat enough, but I honestly couldn't care less if you have to jump through some irritating hoops in order to delete a survivor at 4 gens left. The survivor is a lot more annoyed than you are, I'm sure.
Survivors can also use DS against killers who aren't tunneling. The nerf did not change this. They can still body block and flashlight save and keep their DS.
You're giving up more pressure than you're generating by 'simply' proxy camping the downed person. Unless you're survivors all get off gens to get this 1 person.
The way you talk about tunneling, "deleting" a survivor (allegedly at 4 gens even though we know that's unlikely), makes me think you either go against beyond chill survivors or just don't play killer that much.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3247643#Comment_3247643
How can a Perk be oppressive when it is totally in the Killers control if the Survivors get to use it or not? You can just go for a different Survivor. If you pick someone up who just got unhooked, this is on you. Since DS is deactivated by everything (including Endgame), there is not really anything to complain about it anymore.
"In the killer's control"? So let's say I don't tunnel, which you have to do to play catch-up. I just lose? Why would I even assume that they have DS anyway since everyone says, "OMG it's such a bad perk now." because they can't push gens while also claiming anti-tunnel. What if they're body blocking with it or flashlight save with it? They're still apparently getting tunneled? There's loads to complain about.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3247596#Comment_3247596
Run a better build for starters. Agitation/Mad Grit/Franklins is a complete meme against a decent group. Trapper without Corrupt Intervention is a throw pick.
And if a killer is struggling to generate chase pressure against 4 Broken survivors without exhaustion perks, the problem isn't the survivor loadouts. Doesn't matter what map it is. Chases should be ending very quickly if the killer is playing well
4 toolboxes, 4 No Mithers, and gens probably go quickly early game. That should give a killer a very good idea about their builds and give them some information to act accordingly.
I was talking about the killer, not the build. Still forced to take meta to stand a chance. Since when does survivors going down fast mean they're losing? Not that they were going down fast, but that wouldn't stop the gens from going insanely fast. Blocked gens won't slow that down either. And we're supposed to just assume that if gens go quick, they have full gen rush builds with no anti-tunnel or exhaustion perks? There's no way that even experienced killers could guess that. Come on.
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@EvieSimpsForCrowLady said:
https://forum.deadbydaylight.com/en/discussion/comment/3247672#Comment_3247672
Three second stun is pathetic. OTR works twice and gives much more distance and time for the team. So yeah I'd say I have no issues with that as long as it's three seconds
Like I said, it's easily enough time to get to a nearby loop. If you're not near one when you go down, what on earth were you doing there? Running to nothing?
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3247643#Comment_3247643
You seriously want DS nerfed even further?
DS is only oppressive if you're tunneling people. It's one of the easiest perks in the game to avoid because survivors using it offensively are usually obvious as hell and hand themselves over as free slugs.
Yes. Forced locker DS is a problem overshadowed purely because of the nerf.
Y'all's survivors must just let you slug someone for like 60 seconds and not pick up their teammate, the way y'all describe it. Must be nice.
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@EvieSimpsForCrowLady said:
https://forum.deadbydaylight.com/en/discussion/comment/3247643#Comment_3247643
No. It should either be longer or have locker as an option
So you jump in a locker for A) a guaranteed stun or B) a free getaway. And there's no problem with that?
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5 seconds is too long, to where even bad survivors made it oppressive. Now, all you get is a stun and a chance to get to a loop, not a free 20 seconds of distance. But DS from lockers should still be removed.
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@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3247152#Comment_3247152
Killers litterally have perks to counter blinding and taking away survivors items
So if they don't have those, they're just resigned to their fate?
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3247099#Comment_3247099
I'm sorry but if they're literally throwing in your face with sabo builds and everyone there taking hits for each other there's no reason why you can't get the slug unless you're playing a bottom tier killer and even then it begs the question why would you do that to yourself if you're at a level where your survivors are coordinating like that? Why not play a better killer? PH literally counters that entire strategy with his power alone, and that math is incorrect because there is no way to run in a straight line for that long inside the school, youre quoting what tru3 said in his experiment which is hogwash anyway because he sets it up with survivors far enough ahead from the start that no killer with half a brain will commit to a chase where the survivor has half a map length in distance already on you, in fact he makes them restart a few times in his "hold w" video because he was about to prove himself wrong
You can't be serious. Just play a different killer? This is a huge issue if you can't do anything against survivors just because you used a certain killer. This is the only community that excuses game states like this. And the jab at Tru3 as well, the only DBD streamer/creator who doesn't give awful takes.