derperson
derperson
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I don't know what it is about pallets, but whenever I get a survivor that runs from loop to loop when I'm playing someone like Leatherface, I always get the bad feels. I always know when I gotta take a rain check and come back for them later, which is always discouraging because it can be so damn predictable at times... Sometimes I just wish it was easier to get a read on when the situation was bad and when it was good, and maybe some recourse. Like, lingering stacks of bloodlust would be great.
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The whole asymmetrical balancing seems so hard to me. Like, I always imagined that the power of the killer and a cohesive 4 man survivor group shared a reciprocity that kept them in line.
When I first started playing, I imagined that the survivors power was within their cohesion, and in a sense it is. But, there are instances where they're not going to be together, so balancing the game, considering that creates a bunch of circumstantial issues that need to be addressed to keep things fair.
Like, I see how addons that increase values linearly can get out of hand when stacked, but we see a similar level of growth in power when you have individual survivors working on a gen each without any interference from the killer. Even three working on a gen each, while the killer is chasing another is immense survivor power. Three survivors on one gen would take 33 seconds, or 99 seconds for 3, assuming they go together. Whereas doing a gen each they net 3 gens in 80 seconds which is huge. This kind of cohesion the survivors have access to is what I imagine the linear growth of certain stacked addons are meant to counter. In cases where survivors aren't maximizing their strength of cohesion, those same stacked killer addons can be brutal and maybe thats why they appear unfair? But, I have seen survivors do the same when they all bring in items, and are cohesive af.
I feel you though, because everything I just said about killer performance relies on killers having access to those addons, and without those addons killers can be nearly ineffective. I just ran out of my favorite addons for my spirit and I'm having a pretty hard time playing her, even though I have 50+ of every other addon I don't use.
I know your post isn't entirely about that, but I wish that killers had a way to get addons in the level like survivors can. I suppose BBQ and chili is supposed to be our saving grace for this complaint. Iunno.
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Amen brother.
I made a suggestion recently to buff bloodlust by making it tier more quickly, and for chases to end more slowly, which I hope would allow the killer to extract some value from wasted time in chases due to mechanics you mention here. But, my suggestion is a part of buffing a perk, and after reading your post, I'm reminded of things that make me realize the issue is more than to do with a perk alone. Maybe a buff to the base activation times of bloodlust and a delay to ending chases in general would empower more of those 'm1' killers.
You also gave me an idea from your suggestions... what about having a probability to control the time it takes for pallets/generators to be broken, rather than a flat value? Like, a 90% chance of it taking the base time, but a 10% chance of it taking 3/4 of the time, and a 5% chance it takes half the time?
Ultimately, I don't know why this game's balance is off. It's like this in almost all of the games I play these days, balance is just up in the air, like some sort of industry trend.
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If speed wasn't such an issue, Ghost Face would be my main, I love him as a character and don't want him to be any less strong than he is. I hear you on OoO being tough to go against as him, but it can be countered. On the other hand, it's a pretty big gamble to run OoO as a survivor... ever been running OoO and went against a billy or a nurse? Not fun. It's a lot to give up just to be able to see lil ole ghost face.
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The biggest downside to premonition is that you have to keep your camera moving to detect the killer, and it can't reactivate for 30 seconds. Granted, it's going to take most killers 8 seconds to traverse 36 meters at 115% movement speed. So, that is a lot of time to respond, and to let premonition count half way towards reactivating. But, I still think it's too limited.
Actually, that might be what truly makes spine chill better, is that it can activate multiple times allowing you to really keep track of the killer. You can use it to tell if you've lost him after hiding during a chase. As an example, say you stun the killer after DS, and you run a ways, then hide behind something and spine chill flashes a few times, but ultimately deactivates, you know hes gone elsewhere. But, if it stays lit, he's coming for you. In a chase, premonition would light up once and be useless for 30 seconds, possibly false convincing me to leave my hiding spot thinking the killer saw me.
I guess, ultimately, Spine chill is like the advanced version of premonition, because one should always be tracking the killer. If you don't know where he is, then you should be keeping an eye out for escape routes should the killer appear. If you haven't had an eye out, then before working on a gen, check for available pallets/vaults in the area. So then, when spine chill is active you can work your way to the best route.
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Always a bad move on their part in my mind. Survivors that get cocky put unnecessary pressure on themselves to keep performing at that level. It's only a matter of time once they start tea bagging, because they seem to get easier to mindgame, it's like they know they're making a mistake. As soon as they screw up they will immediately take a hit in their confidence and their performance... The cocky ones always die the fastest after they've been downed once. It's the conservative/reserved ones that give me the hardest time.
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The best tip ever... ranks 13-20 give a merciless victory with 14 points, whereas ranks 1-12 give a merciless victory with 15+ points. There are only 16 points to earn in each trial, meaning once you hit rank 12, stuff gets a bit harder.
Basically, you get 4 points from each category for each emblem, most of them you can't really influence, but sacrifices, you can. You need 9+ hooks to get iri, and you need 3 iri emblems and 1 gold to get merciless.
I don't have adept pig yet, but I have 13 adept killers. My thing has always been to modify my strategy for the perks I have, but mainly, focus on keeping survs off gens. One way to do this is, wear headphones with noise isolating earbud tips, then when the match starts run toward the farthest generator. As soon as you hear anything like a gen, run toward that gen, chase em, if at any point they get to some obstacles that are in the survivors favor, leave the chase. Some situations that are bad for killer; chasing survs around the double T shaped walls with vaults across from eachother; chasing survs in killer shack when pallet is available; chasing survs around the tree with pigs hanging from it when the pallet is available. Basically, if you reach bloodlust level 1 you should know that youve been in the chase for 30 seconds, and probably been in it too long - gens only take 80 seconds for a survivor to finish by themselves. If you ever reach bloodlust tier 3 and don't have anyone hooked/slugged, you've probably handed them the match.
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I think most people that play him are the types that seek out the Dark Souls experience of dead by daylight. Which to me means the person playing him has probably worked really hard to get really good at the game, which has more to do with experience than it has to do with bubba.
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How to maximize WGLF: Don't hide, always be opening a chest, cleansing a totem, working on a gen, saving someone from a hook, taking a hit for them or being in a chase and you will see your BP skyrocket.
Also, this argument always overlooks the inherent benefit of being a surv... survs don't have to bring items into the match to be effective. They can go without, or open a chest to not only acquire a useful item, but earn bloodpoints too. Whereas killers have to bring addons - that they have to pay for - to even have a chance against survivors.