danielmaster87
danielmaster87
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@SOULWARRIOR71K said:
I’m sorry but I find it totally disingenuous when people say buff solo queue to swf level and then buff killers to compensate. What swf level killer buffs are survivors willing to accept? Killers can kick things 10% faster and whole 10 seconds were added to gens, and people lost their minds. I find it very hard to believe survivor mains would be cool with killers being buffed to A and S tier only in order to compete with swf like squads every game lol.
They say before they think. Like when they say, "It's JUST 5 seconds of base BT that the killer has to wait out." That is a monumental survivor buff, but it got swept under the rug "because tunneling still exists." 🤷
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But why does the killer deserve to auto-lose matches against other survivor teams who want to win, simply because you want to play with your friends? If you're just playing with your friends, then clearly you're playing chill and not making it your main focus to win, but the killer still is and he still can't beat you because of the coordination and time saving you get for free by using comms. Now take that and apply it to a team of 4 survivors who are near-perfectly efficient with gens and with chases. They should be beating the killer basically every time if they don't make several huge mistakes.
If you're going to have a 3rd party advantage over the killer, you should be debuffed. Otherwise, it's not fair to the killer or to solos that the game has to be balanced around your brokenness.
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I think it goes without saying.
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@lauraa said:
Most ppl just play Spirit cuz shes easy to pubstomp with though superior numbers thanks to her nutty addons.
Once those addons run out and you cant MDR your way to the BBQ auras, those people are lost because they arent used to her base kit.
And honestly? Basekit Spirit is a very balanced fun and fair killer. Weaker than Basekit Nurse and Blight though which I guess is enough for a lot of ppl to not bother putting the time in to practice looping the Spirit way.
If even Blight and Nurse are unable to beat certain teams then how is Spirit, who you admit is weaker, balanced?
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I'm just surprised amid all the complaints about camping, Kinship was never brought up as an option. Now the devs have created a better version of it. I want to let it play out and see if it stops the camping. No nerf needed yet.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3125775#Comment_3125775
Or rework Nemesis from the ground up to be more accurate
Like giving him a rocket launcher, right?
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Dread every time I spawn on that map.
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Every house is a god loop, and the map is huge. Not sure what the devs were thinking with this one.
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I think what people are missing is that any* increase in gen speed, no matter how minuscule, makes the gens go crazy fast. I can bring Prove Thyself OR Deja Vu, a toolbox OR Overzealous, and the gens go really fast. Now imagine all 4 survivors bringing that, SWF or not. At the end of the day, you're comparing 90-second or faster gens to 30+ second chases, at least for 90% of the killer cast.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3122291#Comment_3122291
While that's true, they're balancing for casual killers now, whereas before it was balanced slightly in favor of casual survivors. It's the same problem, just in the other direction. Killers used to have to win the game 3 times. Now survivors have to do the gens 3 times through CoB/Overcharge/Eruption
It's disappointing that many including yourself have fallen into this false hysteria that Call Of Brine/Overchagre/Eruption is this uncounterable easy combo that killers have. It's anything but, and I shouldn't have to explain why but I will again for you. Here's how that perk combo plays out against good survivors: The killer kicks the gen that 2 survivors have almost finished, one gets chased away after the killer kicks it (in which case the killer has given them a gigantic lead), the other runs off and comes back in 5-10 seconds when it's safe, taps the gen and hits the Overcharge skill check, making the killer's kick pointless, and finishes the gen. I don't know why you all think that a survivor is just going to leave a gen that was almost done and let it go down to 0. It's unfortunate if they're on a gen when Eruption goes off, but then they can just aggro the killer and not lose anything for not being able to do gens since they're in chase anyway. Essentially survivors counter this combo by playing normally, gen tapping and taking chases. If this is about how OP the combo is against casuals, then we shouldn't even be having this conversation.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3122291#Comment_3122291
Even if i agree with the balancing around casuals, you cant have most casual players be destroyed by killers just because there are elite SWF in the other end of MMR that wins against killer.
How will new players react to starting dbd and being tunneled straight in their first games?
I know this is anecdotal, but i used to play with three friends that were casuals (less than 150h all of them) and they all moved to other games since they got frustrated of constantly being tunneled, camped, bleed out for the sake of easy 4k.
What you're leaving out is that survivors who are learning should be facing killers who are also learning. Sometimes it doesn't happen that way because of matchmaking, but then that's a matchmaking problem. If someone like Pinhead was buffed for example, it doesn't mean that he would do that much better against newer players. Those new players will most likely have lost anyway or, what sometimes happens, is the killer is a new player as well and so they allow people to escape because they weren't that good with the killer. This applies to killer abilities, perk loadouts, and strategies like tunneling. I could not properly tunnel when I was a new killer, because I didn't know what that was, and I would get caught up on chasing all the body blockers instead. And other the other side of the coin, if Pinhead were to get nerfed, like he did, survivors wouldn't suddenly start beating him more at low level. Those survivors usually also play bad, which stops them on capitalizing on the killer's weakness. But what that does do to killers at top level is it makes them less viable, meaning that by picking that killer to play, the player is accepting that against certains teams, there's absolutely no chance they can win, which should never be the case in a skill-based game. That causes less killer variation, and causes more of what we see these days which is Nurse and Blight with meta builds every time, because the killer player is scared to play with anything else for fear of those unwinnable matches.
There's nothing you can really do to shield new players from tunneling or camping, because no matter how the game has been balanced, some killers are still going to try to do it. But what you do is you teach those people how to loop, how to hide, and what perks to use to counter tunneling and camping. Nobody wants to do that for some reason, and instead balance the game around casuals, leading to the situations I talked about above.
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@Seraphor said:
That's just every pig. They always tunnel, despite having one of the most effective slowdown powers.
True. They usually go after the person with the head trap, despite that being the one person they now have passive pressure on if they'd just leave them.
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5-second DS wouldn't have saved you there, btw. Neither would 2 DS's. The only chance you have against Pig there is for your team to do 5 gens, all leave, and then hopefully you get hatch. It takes efficiency and coordination, but it can be done. And you're taking a pretty extreme example of tunneling, a tunneling Pig who has an active head trap on you, to justify why the current anti-tunnel isn't good enough. I'm also guessing you don't run Off The Record or an exhaustion perk.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/3122281#Comment_3122281
it still bothers me why perks also have rarities and their prices why can't every perk tier be 3000
True. Or even better, remove perk tiers so that people could stop complaining about the mandatory prestige. They'd just have to do it 1 time and boom, all characters have the best version of that perk. The problem with the mandatory prestige was never that it was mandatory, but that it cost 20k for no reason at all, and it reset the average rarity of stuff you would get in the bloodweb.
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@SwayerNewb said:
https://forum.deadbydaylight.com/en/discussion/comment/3122252#Comment_3122252
We don't have a BP bonus from BBQ and WGLF in a new progression system and people don't care about 4.5 million+ savings because the grind is worse without a BP bonus in BBQ/WGLF. I have a bunch of level 40 killers without prestige before the update but I didn't prestige them. It screwed me so hard and made me not want to play.
That's what's supposed to happen. You didn't put that many levels into your killers, so you didn't get automatic prestige levels post-update. The only killer I had P3'd was Trapper, so he got to auto P9. I had a few killers at P1 and the rest had no prestige, yet when the update processed, most of them jumped to the new P4-P7 because I had put that much bp into them. The automatic prestiging that the update gave players was based off of how many levels in the bloodweb they went through, even if they capped at 50 and kept going rather than prestiging. I thought the devs made this clear.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/339946/tunneling-is-too-easy
Thoughts....? Ah yes....."ITS BORING TO PLAY LIKE THIS. ITS SO EASY !!!" Yet you continue to do it...? Makes sense.
Yes, surely he'd start using meme builds and not tunneling and stuff. If he continues to get a good kill rate using weaker perks and a weaker playstyle, wouldn't that reinforce his position?
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I don't think we'll ever get to a point where the killer can beat an efficient 4-man without tunneling. If we make it to where killer can win without tunneling 90% of the time, what happens in those 10% games where they pretty much have to tunnel? They just lose? That's what I'm worried about.
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Balancing around casuals is just something you don't do. I know one time someone tried to make a comparison between DBD and Mario Party or Mario Kart and say, "They balance for casuals in those games and they're popular still, so it must work." No, they just don't balance those games, because the players in those games are all playing the same role. DBD has two different roles which play completely different. But anyway, this is a ridiculous discussion. If the community of a game is big and it's competitive, you balance for the top. To do that you observe the top level games, and nothing less, and take your data from that. Leaving things that are broken in the game just because people at the bottom and mid levels didn't know how to abuse them has driven people away from this game. Of that I am sure.
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@ThatOneDemoPlayer said:
I'm not going to watch the videos, but based on the screenshot you posted, I can tell the Survivors you're facing aren't good by any means
I know right? Look at those builds.
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I think people are still hoarding bp offerings because despite the insane grind reduction, the bloodweb is still overpriced. Keep the different rarities 1000 bp apart, sure, but make commons start at 1000 bp for a change, not 3000. That means saving 2000 bp per thing that you buy, and it means 5000 bp ultra rares (so ebony moris will be worth their price again). It just seems like the natural design choice.
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@Seanzu said:
"How do I quickly lose MMR so I can 4K and stomp people that aren't as good as I am because it's only fun if I win every match"
Average survivors beat above average killers, because gen speed. That's why he's doing it. Killers don't want to face survivors of their skill level because the game isn't balanced for that yet.
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@dugman said:
The matchmaking incentives should be back on the PTB tomorrow, hopefully once that goes live it'll even things out a bit for you.
Is that the Project W ptb or what?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3121291#Comment_3121291
Kill streamers had an extremely high win rate prepatch. I think Otz was 80% or something for example. That’s understandable because top players don’t exclusively face top opponents, there’s only so many top players total to go around so people like Otz have to face above average and average players a lot or they’d never get to play at all.
Thank you!
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@Seraphor said:
It will always be survivor sided at high levels and killer sided at low levels, and it has to be to maintain some sort of balance in the middle. Just due to the nature of how coordination factors into team gameplay, and how that translates to an asymmetrical game.
Preach.
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@Seraphor said:
Every Prestige 1-3 unlocks perks on ALL other characters, which means that 20k to prestige is saving you 450k+ in just the perk nodes on your other characters. If you're only grinding for perks and thus factoring in the entire bloodwebs needed to get each perk, you're looking at a 4.5million+ saving.
Most people don't care. They're just gonna say that the grind is worse.
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@drakolyr said:
Its funny that some killers rather let someone bled out before even trying to hook on another location.
Its a good game mechanic, and it should rather engage killers to play better.
Or just add 2 gens more ingame so survivors cant 3 gen anymore and you can have your hook respawns, no problem.
It's trying to shoehorn in another layer of skill where there's no need for it. The killer should not have that many decisions to make after downing somebody and picking them up. They should just hook someone and continue playing. Survivors do not get punished for doing too many gens near an exit gate by having only 1 get powered in endgame.
Making the killer guard 5 gens at the end is absolutely bonkers. Players are only human.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3122157#Comment_3122157
Well obviously hooks are a resource or we wouldnt be having this discussion.
I was playing several matches tonight and there were a few times i didnt go for the closest hook because i didnt wanna create a deadzone. The hooks you lose due to sacrifices are the ones you choose outside of someone suiciding on first hook, and even then you have to realize that anytime you hook you're risking losing that hook.
If your not okay with losing a hook you may need to slug or go for one slightly farther away, its something you have to build into your game mentality just like as a survivor with gens i usually dont do the first gen i see i go central i try to get a sense of the map and try to identify a 3 gen early.
I agree that killers are not always at fault with everything but as I have stated before hook deadzones are 100% the killers fault just like 3gens are 100% the survivors fault. Suggesting any other blame scheme is 100% hypocritical.
So I spent 20-60 seconds to down 1 survivor, only to slug them and let them get picked up, because I might lose a hook later? C'mon man. I'm done with this.
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I don't know how you can look at the potential gen speed and the fact that 90% of the killer cast is still unviable, and say that the game isn't survivor sided. The killer buffs have been a long time coming, but ultimately unimpressive.
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@Grum said:
https://forum.deadbydaylight.com/en/discussion/comment/3120513#Comment_3120513
More Pinhead and having to constantly babysit his box; or Nemesis and having zombies make it impossible to work on gens and occasionally ruining chases.
Nightfall is probably the only form of passive pressure they've come up with so far that isn't just hideously annoying and doesn't encourage really degenerate playstyles from killers.
Even those examples have plenty of counters. Solve Pinhead's box or simply hold onto it to take away everyone's chain hunts for free, and you're even shown its aura cross-mao at all times. Nemesis' zombies can be blinded, kited away, killed with pallets (with a hefty respawn time attached), sometimes Nemesis has to kill them to get his mutation up, and sometimes they sandbag him.
"Babysitting" the box, zombies making it "impossible" to do gens, and "annoying" mechanics. It's kind of dramatic, isn't it?
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3120418#Comment_3120418
Yeah sure, the opinions of someone who has put a LOT of time and dedication into Spirit is clearly not real.
It's the same thing as when you and others put Freddy on the podium, say he's fine, say he was S tier before his nerf, and say that his original version was the best. I'm beyond words at this point. Where do y'all see the game breaking-ness of these killers, man?
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/339767/how-is-spirit-an-s-tier-killer
Iron will nerf especially makes her a solid S tier killer.
In what way? She just goes straight to where the survivor is like Nurse does? No, she loses vision, has delayed scratch marks, can't see blood, and can barely hear survivors. Her speed only goes to make up for the fact that she'll be following dead-end trails all the time.
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@SkeletalElite said:
She's not S tier, top A, but not S.
She's got a strong chase power and excellent add-ons.
Excellent add-ons aka things that should be base. The add-ons that give a downside for an upside are a big telltale as usual. Don't want to use the charge up speed add-on? Deal with slow start-up animation the whole game. Want to use a stronger add-on that makes the killer viable? Lose the ability to see scratch marks the whole game. It's ridiculous.
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@Tiufal said:
How about hook management on your own? Its not that hard.
I guarantee you the devs did not create DBD wanting killers to manage where exactly they hook people; they were to simply do it. They allowed all hooks being destroyed permanently, but surely we can chalk that up to an oversight. Killers manage hooks by keep track of how many times they've hooked each person, and if they have any scourge hooks. Otherwise, it's overcomplicating the role to the point of hilarity for no real reason at all. It's like if survivors could only work on 1 or 2 of the last 3 gens because they did too many in one area earlier in the game.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3120577#Comment_3120577
Right because there isnt any rng to gen/pallet spawns, or what map you go to controlling the number of resources available, and you cant do anything about a 3 gen if the killer starts protecting it from the start. Resource management is part of the game.
https://forum.deadbydaylight.com/en/discussion/comment/3120538#Comment_3120538
Well survival is essential to survivor gameplay, which is counter balanced by hooking survivors as you pointed out. If you can create pallet deadzones then hook deadzones should also exist because both are forms of resource management.
Sometimes maps spawn with very powerful 3 gens and sometimes they dont have one or are addressed early accidentally by where you spawn. Either way its the survivors job to pre-assess and deal with that, much like it is with knowing the area your in and what resources are available in a chase, I dont get to scream foul and not get hit because i didnt know someone else used the pallet already in a loop I'm running to, which is actually much less fair than a killer creating a deadzone where they cant hook anyone because they did it to themself.
You're not listening, to what I'm saying or to what you're saying. Killers don't just get a 3-gen. Even if the killer plans one from the very beginning of the game, things almost always go wrong like one of the gens getting done or not enough pallets there getting broken, even though they tried to prevent those things from happening. Believe me, I've tried it.
Managing hooks is completely different from pallets. Hooks are not a resource, but they're an objective. If you don't have access to your objective, you can't end the game in the intended way, and instead have to resort to having everyone bleed out, in which case perks like Unbreakable, Soul Guard, and even No Mither make it impossible to win in that way. Survivors, even when 3-genned and pallet dead zoned, are not incapable of winning the way they're supposed to: doing gens to power the exits. But on top of that, they can also just let each other die and wait for hatch, which is also not how they're supposed to win, even though the devs disagree. Having bad gens doesn't mean you can't do them, but having no hooks around means you can't hook anybody.
The killer is not always at fault for anything that happens in the game.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3120418#Comment_3120418
You see the problem here is is that you stated all you run is MDR/DCB when playing Spirit. I think that right there is exactly why you think she’s trash tier, because you’ve already relied so much on that combo that you can’t play without it, and this is exactly why I don’t recommend those add ons to anyone. She is most definitely still S tier, just has a much higher learning curve than before. Directional audio sometimes makes her even stronger than before as I have shown a couple of examples in those clips in my first comment.
Also for real don’t act like my opinion is invalid. That last sentence you wrote is a little insulting since you’re talking about the one that has put a ton of hours into her.
You made an assumption. I did play plenty of Spirit before her nerf and I have tried non-MDR/Cherry Blossom Spirit. The difference in my results was shocking, like going from 3ks to 1ks or no kills at all. My friend, who's clearly experienced with Spirit since she's all he wants to talk about when we talk about killer, has been livid over the nerf and how people have been saying, "Now Spirit is fair." No, she was fair before, because you had to actually mind game each other, the Spirit with her pathing, and the survivors with their sound.
There was SO MUCH survivors could do with sound that they didn't do: Pre-drop pallets from the wrong side, fast vault pallets/windows from the wrong side, slow vault, crouch to sound further away, double back, fake out the double back, use Iron Will, Quick & Quiet, Diversion, etc. But they just think, "Killer fast and invisible, therefore OP", the very same mindset that got Wraith nerfed!
More than anything, nobody has been able to answer my friend's question: "How is Spirit supposed to be played?" If you use you ability for distance or to catch someone, you're out of your ability and are 110% for like 15 seconds. That is so bad. And if you use your power in short bursts which is supposedly the uncountable strat, you still have to deal with the slow start-up animation and you'll still probably run out of power, all while needing to consistently track survivors to their exact position.
You can't always rely on grass/corn moving to show you where the survivors are either, even though you have to because survivors have almost no sound AND can hear exactly where you are, because there are plenty of maps with no grass or anything. The fact that survivors can hear how close you are means that they have more info on you than you have on them, plain and simple.
Sorry if I insulted you, but it's like me saying that Doctor or Pig are secretly S tier, and that I know the hidden potential they have that nobody else knows, so everyone else is crazy and not me. Even when in the face of undeniable proof that a killer was overnerfed, or that they were fine before, this community's survivors AND killers tend to have this survivor-centric view and this overly optimistic view towards killers, which makes them always promote or excuse the nerfing of killers. So forgive me for getting a little heated that fellow killers, who I know that they know how hard it is, just sit there and accept it like bumps on a log.
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@drsoontm said:
For one, it doesn't allow to camp the hook, down a survivor after an unsuccessful save attempt, then hook the aforementioned survivor right after the first one died.
It's a bit annoying for "normal" game-play but just let them bleed out if you care.
And lose out on my rightfully deserved sacrifice points? That's exactly what I want to do.
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@kingcarl2012 said:
Well let's see maybe pallets should respawn too, I mean if hooks cant be removed why can pallets, killers shouldnt be able to create dead zones where theres nothing to use for defense in a chase.
Seriously though just plan around it, it like how survivors have to plan around 3 gen if you get yourself into that situation its your own fault.
How can you even make that comparison? Hooks respawning, or never getting destroyed at all, is a good idea because it's the killer's objective that they have to do to win. Pallets are important for survivors' survival, but they escape through doing gens and the exits, so why would pallets get respawns? Especially with god pallets like shack pallet still being rampant in the game, like are you kidding me? And the "planning around it" plan falls off as well, because there will be numerous games where this mechanic fortunately never comes into play, so why would you plan around something, specifically a game mechanic, that's not even ensured to affect you? At least you recognize that getting 3-genned is the survivors' fault, as opposed to it being some (alleged) uncounterable killer thing. You just can't apply that to hooking people, which is way more simple and essential to killer gameplay.
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I haven't seen 1 good argument defending this mechanic, although believe me, there are people who will die on a hill defending it. I've already seen one such reply in this post. Basically their terrible points are narrowed down to this:
-The killer camping the same hook/area is too strong.
-The killer should be more strategic with where they hook people.
-It helps punish 'unfair' 3-gen situations.
-The killer should have run Iron Grasp or Agitation.
All of them include shifting the blame onto the killer, never the survivors or the bad game mechanics.
If the killer wants to camp, they're gonna camp, and destroying hooks permanently does not solve this, but it does make the game unbearable for everyone else who doesn't camp. A killer, on top of everything else they have to keep track of, should not have to keep in mind where exactly they're hooking someone at any point in the match; they should just hook someone on the nearest hook and keep playing. To suggest otherwise implies that the killer needs to camp/proxy-camp every hook, or needs to think about late game hook spawns just in case they make it that far and have to sacrifice someone on one earlier in the match. It's simply ridiculous to ask them to do that.
And I get it: 3-genning, especially with pallet dead zones, is apparently this unbeatable strategy that killers can simply create 99% of the time through smart play /s, but again, the survivor going down in a killer's 3-gen is very much their fault and they should be punished for that, not given a free wiggle off because of bad hook spawns.
And asking killers to run perks, Iron Grasp and/or Agitation, just to get a hook, the thing that they have to do to win the game? What is wrong with you people? That's all I gotta say.
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@Grum said:
Yes. It's been obvious for a while now that they're just taking concepts they've already done and slapping them together in different combinations. The freshest idea they've had recently is "passive pressure" which typically translates to "the match occasionally grinds to a screeching halt and becomes really ######### annoying for a while".
Is that supposed to be your take on Nightfall or something?
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Absolutely not. I think y'all are projecting on the devs with this, "no imagination" talk. Maybe it's you who have no imagination if you think, "Oh, Freddy's snares? Same thing as Trapper's traps." "Deathslinger? Same thing as Huntress somehow." "Dredge? Same thing as Demogorgon somehow." You're so focused on classing all these unique abilities as teleport, ranged attack, map mobility, anti-loop, etc. that you turn your brain off to all the nuance and specific situations and game knowledge that has to do with that killer. Do Freddy's snares injure? No. Is Deathslinger guaranteed a down off of a good shot? No. Can Dredge's lockers give killer instinct just for holding out his power? No.
There are many good undiscovered killer designs yet to be implemented, of course. But to say "We haven't got a unique killer since Huntress" is so disingenuous, it's insane.
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Saying she's a shell of her former self is a bit too generous. Her nerfs have absolutely ruined her. I don't know how one could even put her in B tier. She can't see or hear the survivors! What is she even supposed to do with her speed or invisibility if she doesn't know where survivors are? How is she meant to be played? She has Mother-Daughter Ring/Cherry Blossom to make her fast and sense survivors, but even then there's no scratch marks. It's no mistake I never play her unless I'm running that combo. Her other add-ons mostly do nothing, and a few do quite something. People say, "She gets to use her power too often!" but being 110% for like 15 seconds with no other ability is terrible, so naturally they call her recharge add-ons OP. People also say, "Just use her power in short bursts" but her start-up animation takes SO LONG that you almost lose as much distance as you gain when you phase, which almost forces you to run her quicker start-up add-ons (which should be base). And for the millionth time, you can't just rectify all this by wearing a "$1000 headset". There's no way to straight-up hear survivors better, because the base game's sound for survivors sucks. The "Spirit + headphones = EZ win" equation is the biggest myth in this game's history.
TheGannMan can say that nothing's changed and that she's S+ tier all he wants. It's not real.
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@[Deleted User] said:
Congratulate the killer for dragging out a public match past the 15 minute mark and winning their non-existent $10k prize.
I love how the blame is always on the killer.
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@RatbasterdJr said:
I never do this, if the last survivor beats me to hatch, so be it. If they don’t, they have a chance to outplay me with the gates. If not, I get my 4k, makes it interesting.
But that survivor escaping through hatch almost always sees it as, "I beat you", especially when there's a toxic SWF. They're never truly defeated because they have every second chance in the book, including this one, to make them completely safe against your rightfully deserved 4k (if you were going to get one, anyway).
You might say, "Well, I don't consider it a loss." But trust me, this community loves to gaslight killers. They will say, "If you don't get a 4k, whether there was hatch or not, you're just a bad killer." And you will be the only one to challenge that claim. And because you get 4k's less than you 'should', you have a 'skill issue' and your credibility in discussions gets dismissed. It is sinister, and it is the reality.
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The killer has essentially got a 4k at that point as long as he gets the last survivor. Killing the 3rd survivor only leads to the 4th getting 2 free chances to escape: 1 because of hatch, and 1 because closing the hatch powers the exit gates. I don't know why the devs thought it was a good idea to give survivors a free escape. "Because there's no point in continuing to play otherwise." Yes there is. You keep trying to push gens so that you can escape, even if you fail, so that the game progresses and ends fair and square. If not, you deserve to have your aura shown to the killer. That's my take on a proper anti-"holding the game hostage" mechanic. It's not fair that "holding the game hostage" is always presumed to be something killers do, but never survivors, and so survivors get a free escape chance and killers get nothing. Honestly, think of the killer for once.
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No comment yet. I'll have to do some more testing of the balance changes. It's been about a week's hiatus. I don't assume anything's changed for killer though. Gen defence, tunneling, and bad survivors needed for success and all that. Maybe the mid tiers feel less frustrating to play.
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It's to enable Head-On bully squads.
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Ugh, I can't hear this anymore. Justifying DCing. Really?
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Here's another thing survivors need to consider: We don't want iconic killers being made into jokes. They HAVE to be strong. Competing for S tier even. I know there's some pretty tough survivor characters too, like Laurie or Ash, but them not being invincible in the face of danger is what makes them appealing.
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@rook10682 said:
Just my 2 cents here, but the real problem started when they introduced SWF on a game that was balanced to work between one killer and 4 survivors without coms. Now, SWFers will say "I want to play with my friends!" and "What an antisocial statement that you blame having friends for the game being bad!" But lets face it. The ORIGINAL game was NEVER BUILT FOR IT!!!! Now they have to BUFF killers just to keep up with SWFS...and if that isn't a red flag that there is a problem I don't know what is. Because you are right, SOLO is left behind. You CAN'T take away SWF now according to so many but lets ask ourselves...If we got rid of SWF on ranked matches in exchange for a game that legit could be properly balanced, wouldn't you want to do that? Otherwise it's either the Killers or the SOLO players that suffer, SWFS never get the short end of the stick on that really. We need to start a union between the two groups that have to trade suffering....SOLO AND KILLERS....and make a movement to point out how BAD the balance is because of the power of coms. If you are put in with random people every game, the killers are able to be balanced in power vs THAT level of teamwork. Make sense? Prove me wrong, anybody. Don't tell me "Why you like and want to keep SWF" tell me why the DEVS continue to allow something to destroy game balance even bein possible.
Some people just don't like the very good idea of SWF getting a debuff because, "I'm getting punished for playing with friends. I can't play chill anymore." That's the point. The killer doesn't deserve to get steamrolled by SWF (when they actually try) just because you and your SWF want to mess around and still win. It doesn't have to be huge starting out either. Let's start experimenting with SWF being 1% slower on gens or something. Killers will take anything at this point. Just SOMETHING at least.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3117920#Comment_3117920
Granted I didnt play for a few days. I got completely dumpstered as clown earlier though lol. I was even putting him in A-class...Because 8 stacks stbfl + gas is crazy. But survivors were good, and the map was strong. I didnt make it to 8 stacks.
8 stacks of STBFL makes any killer look crazy, except Nurse. That's the common mistake though that most people make when thinking about killer power levels: they're thinking about how those killers perform with meta perks and nothing else.