hermitkermit
hermitkermit
About
- Username
- hermitkermit
- Joined
- Visits
- 4,625
- Last Active
Comments
-
@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706738#Comment_3706738
I totally understand where you're coming from. I think in an ideal world it would be great to ensure that perks always give some kind of value. I think DBD is so bloated right now with perks that it's hard to balance out them all out. A single perk on its own might not be problematic but if you compare it with other perks or killers or swf it can be grossly tilted. Unfortunately I'm unsure how to fix this entirely, which is why I think sometimes BHVR just sort've takes away most of the value making it still viable but more so kind niche. But it's nice to talk about stuff like this and give our opinions and ideas be it killer main, suvivor main, or both! Good luck in the fog.
I meant combine not compare lol sorry.
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706723#Comment_3706723
I don't think I've seen that anywhere. If so, that would be nice, though still a bit underwhelming because then it's only good for territorial play styles (which are not that fun to go against). The problem with this version of UW is that they removed the actual utility. It's not much use to activate a perk that tells you, you are already where you need to be, because otherwise you wouldn't go there in the first place and it doesn't help you find survivors, if you don't know where they are.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706727#Comment_3706727
I'm not saying that UW was the best perk ever designed but I think this whole argument that it made the meta stale is dishonest. I didn't see it nearly as often as BBQ + Lethal Purser for example, which is not argued to make the meta more stale.
I think the issue with UW was, that it had pretty much no downside, so I think a change to the perk would be fine. Though I prefer perks that remain useful and not lose their entire purpose, which UW kind of did.
For example, I think a nerf to Nowhere To Hide (apply the range to the gen instead of the killer) would be justified and keep it useful.
I totally understand where you're coming from. I think in an ideal world it would be great to ensure that perks always give some kind of value. I think DBD is so bloated right now with perks that it's hard to balance out them all out. A single perk on its own might not be problematic but if you compare it with other perks or killers or swf it can be grossly tilted. Unfortunately I'm unsure how to fix this entirely, which is why I think sometimes BHVR just sort've takes away most of the value making it still viable but more so kind niche. But it's nice to talk about stuff like this and give our opinions and ideas be it killer main, suvivor main, or both! Good luck in the fog.
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706542#Comment_3706542
And they destroyed it in the process. Even if old UW was overtuned (which I disagree with), this version is still bad. Good thing Deadlock, Pain Res, Nowhere To Hide, Pop, Grim Embrace, DMS, Surge and Corrupt Intervention are going nowhere. Because we like perk variety. This is not a good change. Killing perks does not help with a stale meta.
I agree that killing off perks isn't helpful with a stale meta, but that doesn't mean you should leave problematic perks in the game. I think one of the biggest issues was the perk did so much for such little effort, similar to MFT or old DH, or old Adren. You couldn't really outplay it cause it always had value (except for adren you had to make it to endgame first). And now all of those are weaker then they used to be but many would agree the game is in a healtheir state because of it. This gen regress meta is definitely getting old but it's been the meta since Overcharge/Call of Brine/Eruption days, gen regress is just powerful and popular (for good reason of course). I hope you have good future matches <3
-
@GolbezGarlandGabrant said:
Yes it's new. It was teased yesterday.
Haven't seen it yet. Yamaoka is a realm I don't willingly play on.
Thanks for confirming it's new. I was like am i really that blind that I havent noticed this in all these years lol.
-
Doesn't this sound….familair? One side saying it isn't right that they have to bring a perk to counter something that feels unfair and uncounterable without a perk, the other side telling them that if it bothers them so much to just equip the perk and "git gud". Idk it just feels….hypocritical.
-
I do think it's a weird misconception when people say most tunnelers are "baby killers". I've encountered plenty of killers that definitely were not new to the game and still tunneled. I think honestly it's just about what's easiest. Tunneling is the easiest/fastest way to win for a killer, and blight, nurse, spirit, because they're so strong just make tunneling that much easier.
-
It depends on what you want out of the game. If you really like to "win" killers are set up for a higher win rate, as they want killers in the power role, so you could give that a try. Even the strongest killer in the entire game is free from day 1 so you have some fun options. Keep in mind the higher you go the more difficult it will get against good teams, but the odds are still in your favor.
If you're looking for a challenge but a little less stressful SWF is a good idea, as things are always more fun with friends even if you're losing, which your chances of winning with a SWF vs Solo is only 3% more so if your friends rage at losing then probably not a good idea.
And solo q is basically the wild west of the game, at least right now. Yes, it is brutal and chaotic and crazy but that can be really rewarding and fun. If you think about it like other games imo solo is like "Hard Mode", so you'll lose alot. But it's because you lose so much that when you win it feels that much better.
Hope to see you in the fog some day! <3
-
The greifing is not okay, and I'm sorry you had to go through that. However it is not news that this perk is extremely hated and basically handicaps your entire team. You are free to use the perks you want but keep in mind that people will react with what you bring and how you play with what you bring, even if the perk is valid. Similar to a proxy camp/tunneling killer, they are playing the game without breaking any rules, valid type of playstyle, but most aren't surprised and understand that people will be upset after the game because it's generally acknowledged to be very unfun.
I'm not saying you deserved it, because you didn't, but I'm surprised that you're surprised.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701897#Comment_3701897
Win conditions aren't concrete. What I should have said is a 2K isn't definitively a tie, or officially a tie.
There can be different types of 3K. Was it a 3K at 5 gens and someone got that hatch, or did the gates get openned and then the killer hooked and killed 3 survivors during EGC? Both are very different games, and the same goes for 1K, 2K and 4K games.
If you personally want to consider it a tie when you get 2 kills, that's your prerogative, but it's not a standard you can apply to all games for other players.
But yes, you're on the right track in regards to kill rates. A balanced kill rate should be somewhere between an avarage 2K and 3K. A 2.5K average would be 62.5%, which is roughly where the strongest killers currently sit.
Gotcha, thanks for clairfying. The odds of survival seem a bit dispiriting but I've also come to terms that this balance is what the Devs want. Good luck in your future matches!
-
There's a mentality that you're not responsible for other people's fun therefore it's valid to play/do whatever you want. I understand the point of this kind of thinking but I feel at its core it promotes a very selfish playstyle that if everyone adopted would make the game absolutely miserable, and downright unplayable on survivor side. If nobody cared about anybody then every game would be a sweat fest, broken perks, broken add-ons, constant BM, no saves, constant sandbagging etc. It's the same mentality cheaters have. They don't care that the game is unfun for the killer or survivor, they only care about their own fun.
I know many people will tell you that it's your fault for getting upset on how people choose to play, just try not to let it bother you. People will defend anything if it means they can win. Not everyone is like this though, some people in this game do genuinely care and recognize that there's an actual human being on the other side of the screen. I wish you luck in the fog! <3
-
@Seraphor said:
A tie means neither side wins or loses. This is an asymmetrical game where your win/loss isn't contingent on the win/loss of your opponent/s.
A 3K is typicaly a win for the killer, but also a win for one survivor.
A 1K is a loss for the killer as they've failed their objective, but also a loss for one survivor.
A 2K is a failure to complete your objective as a killer. It just happens to have an even number of wins/losses on the survivor side.
The idea that a 2K is a tie is an illusion born from the fact that there are an even number of survivors. If the format was 3 survivors v 1 killer, how could you discern a tie condition?
So does this mean that in order for a killer to win, it must always be a 3k or higher? It's the first I've heard of this. Wouldn't that mean if the game were to balance around the idea that killers should win 50%-60% of their matches that survivors have a 1/4 (25%) chance of survivng 40%-50% of the time? I'm terrible at percentages so I'm just trying to understand. (Also I was able to get the bird charm from one of your posts with the redeem code so thank you for that! <3)
-
This is gonna sound really apathetic but honestly, this is the way the Devs want the game. This is "balanced" for this kind of game. They are very happy with where the kill rates sit, they want the killer role to feel very powerful, and in terms of a horror game this makes sense. Surviving is supposed to be more difficult. I totally get the frustration with solo q, but I don't think change will happen because this is the game the Devs want. Many agree that survivor just isn't great to play right now so it might be time for a break or to just switch over to the killer role entirely. I wish you luck in future games!
-
@FrostySeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700540#Comment_3700540
That's not what crouch teching is. Crouch teching is abusing the fact that the hitboxes in DBD are badly designed and in return your able to completely avoid a hit just by crouching.
Wow, I had absolutely no idea this was even a thing. I've never seen anyone do it, nor have I done it before. I'm surprised the kill rates for Blight and Billy are where they are if this is all it takes to counter. I guess not many people know about it. Thank you for the explanation!
-
I've heard how so many SM mains are frustrated because many survs just DC instantly when they play against her. So I will always try and stick around in the game. But yeah, most of the time it's an awful experience and it gets more tempting to move on each time. Had a match yesterday or the day before against a TTV SM who was slugging for the 4k between me and 1 other survivor. I ended up bleeding out with no hooks at all. Really felt awful. Definitely doesn't help their reputation, it was a painful match for sure.
-
Sorry, I find this surprising, is crouching to dodge attacks not a way to counter? Is it considered an exploit by the community? It's the first im hearing of this and I'm genuinely curious.
-
If there are other survivors still in the trial I wait at exit butl. If there's nobody then I will either leave or let the killer down me out the exit for a few more points for them, unless there are no kills and then I stay behind so the killer can get 1 kill at least.
When I play killer and this happens to me I usually just go along with it and nod and moonwalk and be silly like I'm celebrating with them and it becomes a fun thing. Sometimes it's not always a screw you, sometimes it's just being a goofy goober. Similar to how every killer nod or hit on hook doesn't always mean they're being malicious.
-
I loooooove him. If I make it till EGC I often sacrifice myself for him because you have to keep your bubbas fed <3
-
I think compared to like white hats in Red Dead online, DBD is not at all toxic like that. People complain alot but it's because they're passionate about the game and everyone believes that they have ideas on how to make it the best experience. (I'm not excluded in this myself). But I think at the end of the day everybody understands we're all just gamers tryna to play a game.
-
I think people using DS more offensive than defensive isn't using it the wrong way. One could argue it's a playstyle to play as aggresive as possible with the tools you have, similar to how killers tunnel, and how people accept as being a valid playstyle no matter how "unfair/unfun" it may seem to the other side.
-
@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690571#Comment_3690571
If most people cannot get to a loop after a 5 second stun, that is a MASSSIVE skill issue and they deserve to go down again. Thats like the people with 4 slowdowns complaining their gens went too fast, at that point perks cannot play the game for you, either you get better or continue to get Ls.
I agree with most of this, but I will say it's very map dependent. Not only do some maps have big dead zones but there's also a chance that most resources have been depleted so there is no pallet or window to get to. It's not as if DS is guarenteed to save you. If it was it would be extremely unfair.
-
I feel like the survivor meta is as far away as it was last year, while the killer meta is still pretty much the same. Survivors are solely focused on gens more than heals and will let teammates go to 2nd hook on 1st just to get a gen done. While Killers meta is still gen regression like the call of brine/overcharge days. Personaly pretty stale on both sides right now I think.
-
Tunneling has been and still is the most effective way to win which is why so many killers do it. It provides more pressure than any perk could. I don’t think tunneling will ever leave simply because the value is worth any stun a DS or OTR could bring. It’s not right to blame killers for playing as efficiently as possible, though there should be a level of some accountability there because people know how powerful it is and actively do it, but it’s on the Devs for not incentivizing hooks over kills. I think if tunneling impacted gen speeds, it would be fair for both sides. If a survivor is hooked consecutively then gens get a repair speed buff, making them take a short time to complete. If hooks are spread amongst survivors, gens get a repair speed nerf, making them take longer to complete. This doesn’t take tunneling away but it no longer is the most optimal way to play, and it increases the chance of all survivors getting to play. Killers should be rewarded for hooks and right now they’re not.
-
I’ve said this in previous posts but this is my absolute least favorite perk in the game. The value you get out vs the value you put in is ridiculous in my opinion. Not to mention In my experience I have never gone against a killer who used it that didn’t just bleed everyone out and hump their bodies at 4 gens. Kinda reminds me of old MFT how the value you’d get was crazy and all the trade off was getting hit once. Except this perk has been around since well…forever.
-
@stonedcandle said:
It's not really a hot take, it's 1 player versus 4. The one player should be stronger than the 4. Otherwise, there would be no chance of the 1 winning and no point in them even playing.
I know when you break it down this simply it seems almost obvious why the 1 player should be stronger than the other 4. Unfortunately from many posts I see and experience in trials, many don't seem to share this opinion. Many times the 4 players believe they should be just as powerful as the 1. And the 1 insists that they are not powerful at all and that there isn't an imbalance. It can be tiresome lol. Thanks for taking the time to comment.
-
Yes, I absolutely agree with this. It's because of this that I don't agree with survivors who want things to be perfectly balanced (making survivors just as strong as killer) or when killers insist that killers are actually weaker than they are (that survivors are just as if not more powerful than killers). I believe that the killer should always be more powerful, which is why I don't think the game will ever be "balanced" and that people should realize why balance would essentially ruin it and acknowledge that there is a power imbalance at play because that's the only way this game could work. (especially when you factor in that there are 4 survs vs 1 killer) Thanks for your reply.
-
@Firellius said:
DBD is not a horror game. The horror aspect doesn't survive the repeated playing and community aspects. And even if they did want to make it a horror game, it would be much better to have it revolve around stealth, as that is by far the most tense gameplay.
But that went out the window with a barrage of aura perks.
Sorry for the late reply it's been a hectic few days. I find this to be an interesting perspective. Though I don't think I agree, as I feel that Horror is DBD's entire identity. I believe that just because someone may not find something scary it doesn't mean that it's not intended/designed to be so. I know horror movies that some people find terrifying and others laugh at, but they're still horror movies. I feel similarly in DBD. I think the Devs intention is for this to be a "survival-horror game", as it is marketed and advertised, and i believe the presence of iconic horror characters and gory mori animations support this. So even though we disagree on that, it's still an interesting perspective and I appreciate your opinion.
-
It's never really a good idea to have a perk counter to something base-kit or free. Any killer can tunnel at any skill level even without any perks. And tunneling even at an extremely early level often leads to very successful games because survivors don't know how to counter it yet and they don't have the tools to do so. And then you add in the factor that the anti-tunneling perks like OTR or DS is NOT a free base game perk and you have to pay for it with either in game currency or actual money...it's not a good/fair comparison. Especially when you consider that if the anti-tunnel perks were very effective, tunneling wouldn't be as big of an issue as it has been. Unfortunately in their current state those perks are just annoying inconveniences rather than effect detterents as they can be countered with a simple m1.
-
There's no reason for killers not to tunnel unfortunately, as there is simply no drawback to doing so. The "anti-tunneling" perks are more of a nuisance than an actual deterrent, as it only takes a simply m1 and that protection is gone. Low risk and High reward. I don't think it will ever be changed until it no longer provides the same presure.
I think tunneling should impact generator speed. Most killers tunnel because they believe gen speeds are too fast. If a killer hooks a survivor consecutively, gens get a repair speed buff making them take less time to complete. if hooks are spread, gens get a repair speed nerf, taking them longer to complete. I think this is fair for both sides, as it doesn't take away the killers ability to tunnel but it is no longer the most optimal way to play, and it increases the chances of every survivor able to play the game, contributing to the game as a whole.
-
I have a really hard time justifying the perk Knockout. In my opinion it encourages terrible gameplay on both ends. Killers who use it 90% just bleed everyone out. And survivors who know it’s active just hide and wait, refusing to help their team. Killers get so much out of it without having to work for it. It’s like a NoEd that doesn’t need endgame to activate and doesn’t have a totem to stop it. Unless you bring a very specific set of perks likely there is no way to counter it. Kind of baffles my mind it exists.
-
I think it feels really tiring because gen regression has been the meta since last year. When Call of Brine and Overcharge dominated. Survivor meta was healing back then and while both sides got nerfed, healing is no longer the meta for survivors while gen regression still is. It’s the same present just in different wrapping paper.
-
Michael </3.
-
I think killers are in a very healthy spot right now. The stats reflect this as well. Survival is around 39-48% which based on what the Devs are aiming for, is right where they want it. There's killers that have ended literall 1000+ win streaks recently. I don't think the game could be survivor sided if those kill streaks are possible. I don't think killers should be nerfed though, I think it makes sense that Killer is the power role. There are some slight tweaks that could be made, but Tunneling is the only thing I believe that should really change, but that's probably it.
Sorry you're not happy with your games. Maybe try switching to survivor for awhile if killer isn't fun for you at the moment. Good luck in the fog.
-
I think it's pretty obvious right now just cause it's a new perk and people just want to try and use it. Just like when Chucky released, I wasn't surprised that so many people were using him, he's shiny and new! Sable and her perks just released so I'm sure after some time after people try and use the perks it won't be as common anymore.
-
Seriously. It kills me to see some people still defending it. I've seen some survivors and many killers, saying things like, "Sure, it's not great but it's not as bad as people think. There's still alot of value." It's painful to see. I'm so glad I've only seen like 3 people use this.
-
Tunneling is the easiest and quickest way for a killer to win the game, and as of right now there are simply not enough incentives not to play this way. They have tried perks that reward spreading hooks with bloodpoints and it didn't stop tunneling. They have tried anti-tunneling perks and it didn't stop tunneling. They have tried base-kit BT and it didn't stop tunneling. They have tried an anti-face camping system and it didn't stop tunneling. I believe all of this doesn't stop tunneling because none of these deterrents take away the value that killers get from tunneling in general. That value is pressure against gens. Most if not all killers believe that the time it takes to complete gens is simply not long enough, and that tunneling out a player as soon as possible thus turning the game into a 3v1 makes the gen speeds less of an issue. Because of this, I believe a possible solution to tunneling should directly involve gens.
They already added an anti-3 gen kick mechanic to the game so I don't think it's far fetched to believe something like this could also be implemented. I think tunneling should directly impact gen speeds.
If a survivor is hooked consecutively, all gens get a repair speed buff making them take less time to complete, and it stacks. If a killer goes out of their way to spread their hooks, gens get a repair speed slowdown making them take more time to complete that also stacks. I believe this is a solution that is fair for both sides.
This allows the killer to tunnel if they want, but it no longer gives them the pressure that it used to, and gives hooks more value than kills. This also increases the chances of all survivors getting a chance to actually play the game, thus resulting in a more meaningful opportunity to contribute to the entirety of the game.
-
I actually enjoy playing against the spooky noodle man. I don't think any of his individual abilities are overpowered per say, but all of them put together can feel overwhelming. You have to be able to look behind you to stare at him to get rid of the helmet and loop at the same time while also predicting where his grenades will hit while also making sure you don't run into a teleport body. It can feel like alot, especially for people who can't use the camera well. That being said, once you have a decent grip on check points and how to position your camera and move somewhat unpredictably, I really enjoy facing him. I don't find him OP at all, personally. But I do agree in order to counter him you have alot of things you need to be thinking about at once.
-
I don’t understand how stats like this can exist and still not be enough for people to think that the game isn’t as balanced as it should be.
-
@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678749#Comment_3678749
Ive already gave you my preference and situation on what i deem is not okay when a survivor thats never been chased but did saves, gens etc. But by dbd's standards and their rules, its never okay to rat someone out. Like i said once again, the facts are on the table. Thats their definition and what they act on. Its not just about how I feel and who deserves the hatch/escape. So you cant really make me doubt myself on what im saying and whats the clear message thats literally laid out in dbd's reporting list and whats allowed to be reported.
And hostage situations. I dont care for. Its why i gave an ultimatum for the survivor who is being wiggled off on purpose to go do a gen knowing the killer is trying to find the other. Cause at that point, both survivors can be reported for hostage by doing nothing by the killer. But if the survivor rats the other, then only one can be reported will be dealt with if given video evidence.
And it may be hard for you to empathize with someone who is being selfish in the game, but who are you to break the rules and ruin their experience of a horror game because something didnt go your way in a match. I swear this community will never change and tbh i dont expect it to, because of people like you unfortunately. And trust. I never get bitter for a survivor that leaves me to bleed out. Nor do i rat them out which a killer has tried to make me do. It isnt hard to NOT ruin another players experience by breaking the rules. You should try it sometime.
If you want to play this way, probably not a good idea to play a co-op team game. You talk about not ruining other peole's experience by ratting someone out when they're not making an effort, yet in the same post talk about playing selfishly waiting for the other person to die as if that's not ruining their experience. You admit you're playing selfishly and then complain about the consequences of doing so and about the punishment you recieve. I will reiterate, I'm not trying to attack you personally, even though clearly you don't share the same sentiment. Let's just agree to disagree and move on.
-
@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678582#Comment_3678582
It really doesn't matter if you agree or disagree. Because the facts are laid on the table. The devs have stated their own rules. It may not happen every round, but it does still happen sometimes. And because another survivor is good at hiding which is also part of the game doesn't warrant ratting them out. It's so interesting when killers correlate not finding and chasing a survivor means they are doing NOTHING. They could be really good at doing their objectives, saving and stealth. You can hate the playstyle, but you're still breaking the rules of the game and can get temp banned for it.
Lastly, I never said it's toxic for a killer to spare someone. It's toxic for a survivor to rat another out rather than completing gens knowing the killer is trying to find the other survivor. Can't report the killer for sparing someone. But you can if a survivor sandbags you
So I'm trying to understand what you mean. You're saying that under any circumstances it's never okay for a survivor to "rat" on another? Even if that other survivor hides and refuses to particpate in gameplay or help their team so much to the point where multiple killers notice it and refuse to let that one survivor die because they don't feel it deserved? In the original post, they describe the killer as sparing the other survivor specifically to go look for them, and you're saying that the survivor who was left to die shouldn't have done so and should've tried to complete the final gen even though the original poster also didn't work to complete the final gen or attempt to save their dying teammate?
Some people even consider hiding all game to be a form of taking it hostage, which is also a reportable offense. Does this mean that if they hide all end game it qualifies as holding the game hostage and should be reported? No I don't think so, so long as it wasn't the entire game. Just like I don't feel like the last survivor who was left to die, being spared by the killer who felt it was wrong to let them die shows the killer where their teamate was hiding who refused to help them doesn't qualify as "working with the killer" so long as it didn't happen the entire game.
Sorry if this is coming across as condescending or aggresive as it isn't meant to be. I think it's just hard for me to empathize with this seemingly selfish mentality of willing to let your team die so you can live but then feel it is undeserved when the person you left to die is spared and is able to survive over you. It doesn't seem like sandbagging more so like revenge.
No ill will, I hope you have good games and I hope you get teammates who *don't* leave you to die, genuinely, as I feel like that kind of thinking is extremely toxic. I wish you luck in the Fog.
-
@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678360#Comment_3678360
While I agree with your overall point, the Survivor shouldn’t team with the killer and lead them to their teammate. They can just go do a gen or open a door if they can.
The only time I can justify betraying a teammate is if that teammate did nothing for the whole match or actively tried to sabotage the team during the match, but even then, devs have stated working with the killer is a punishable offense.
The only time I’ve ever see a killer go out of their way to spare a survivor when they already had them down is because the killer notices that the other survivor hasn’t done anything throughout the match. Most just kill all 4 and move on but if they’re going out of their way to prevent the death of 1 survivor and down the other, something isn’t adding up. Also a survivor can’t help it if a killer spares them. If the killer picks 1 out of 2 survivors to give hatch that doesn’t mean they were working together with them.
-
@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678360#Comment_3678360
Being upset doesn't warrant breaking the rules and working with the killer. It's reportable and will get you temp banned if they go further with the report. People like you who have that mindset is what makes this game toxic as it is already
I disagree completely. It’s not super common for a killer to do this. Usually they just kill and go next. The fact they went out of their way not to kill the other survivor implies they didn’t feel right about it, the only times I’ve seen a killer do this is because they notice they keep running into the same survivor and not the other, and usually this means the other survivor hid a lot of the game. A survivor cannot help if a killer decides to spare them or play favorites. It’s interesting to me that you think the killer sparing the survivor they want to live is toxic but letting your team bleed out isn’t.
-
I think I’m a little confused, are you saying you’re upset that because you didn’t attempt to save the last survivor, and the killer let them wiggle free or stood at the hook until they unhooked, you’re upset they led the killer to you and you died? You said you will stay away if the last person goes down because you want to get hatch. Self-preservation, you want to live. So how is what the survivor that was left to die and then spared by the killer to come find you any different? It’s self-preservation for them, they want to live too. If you don’t make an effort to save them, the killer notices this and goes out of their way to let them wiggle free or unhook, making sure not to kill them, follows them to you, kills you and then gives the other survivor hatch it’s probably because they didn’t like that you left your teammate to die.
Look you can play however you want. But If you don’t think people should be upset that you won’t try to save them at the end of the match because you want to survive, you shouldn’t be upset that the other survivor will do what they can to survive. It’s a bit hypocritical.
-
I think killer feels more stressful because its alot of pressure on yourself If you’re trying to do well. After all you can’t blame anyone but you if you fail cause you don’t have a team and that’s scary. What I like about the killer role is the control you get in dictating what kind of match it will be (gen defense, farming, tracking, even what type of killer you pick and what playstyle you want to use with that killer, etc.)
Survivor feels more helpless which is why it’s not as stressful, but because of this it feels more rewarding if you do well cause it feels like beating a game on hard mode. The same reason I don’t like it is the same reason I do, I have no control over my teammates which can lead to stupid dumb misplays or against a killer I’m not the best at versing but it’s because of the chaos of being out of control that makes it feel so good when you survive cause it feels like the odds were stacked against you. And I guess with a 60/40 they literally are lol.
TL;DR Killer feels more stressful, survivor feels more rewarding (imo) I hope everyone has enjoyable games <3
-
A possible solution I believe is that tunneling should reflect gen speeds. Right now tunneling is the easiest way to win, as in getting at least a 3k-4k. Most killers who tunnel say it’s necessary because of gen speeds. I don’t think tunneling should be completely removed from the game, but I think it should no longer be the most optimal way to play, and killers should get rewarded for multiple hooks. If a survivor is hooked consecutively, gens receive a repair speed buff, almost like a BNP. If hooks are spread, gens receive a repair slowdown, making them longer to complete. This incentivizes killers to hook multiple people, giving everyone a fair shot to play, while also not completely taking away a killers ability to tunnel if they want to, but it no longer gives them the pressure they want.
-
I don’t understand why this perk is so problematic. To me it feels a lot like NOED. Both perks are reserved for the end game, theres no guarantee you will get any actual value out of it so it can risk taking up a perk slot and it can either really shift a game or not make much of a difference at all, and both perks are available at the very beginning of the game. The only nerf I could see being fair is that you’re no longer fully healed off hook maybe? And maybe not work against freddy? Even though adrenaline is what wakes the characters up in the movie. Idk. Anything more than that just feels like an overkill.
-
@C3Tooth said:
DBD would be in a good spot if killers can play fair and get 60% kill rate. Which its really possible by the current balance.
Its only that killers want 100% kill rate so they tunnel with their (suppose to have 60% kill without tunneling) strength.
Devs could make Huntress holds 7 iri hatchet basekit and that will not stop the tunneling.
The only way to make DBD grow (if you mean in players) is to cut off tunneling so more people would play.
Couldn’t agree more. Tunneling has been accepted as a play style that literally robs a player from playing the game, which I believe is wrong and unfair. (And it of course damages the rest of the team too, that’s why tunneling works so well it doesn’t just affect the 1 player that got tunneled out) The Devs need to make tunneling no longer the most optimal/easiest way to win. And of course it’s so damaging for newer players who don’t know how to loop yet, and don’t have the anti-tunnel perks that you have to pay for or wait to pop up in the shrine.
-
I understand that you mentioned in this description that the team you were facing was bad so that's why it's 4 gens and 3k dead, so ignoring that, when it comes to maps and tile placements it's such a tricky fix. Because a terrible map for huntress is an "op" map for blight. A great map for Chucky could be a bad map for Billy. Etc. A "killer sided map" or a "survivor sided map" can be flipped depending upon survivor perks, and what killer they're going up against. Unless you're a nurse then literally no map really matters anyway lol.
Sorry for your frustration, but maps are in the rework right now, so there's hope. And just because a map may be really great for a certain set of perks or a certain killer's powers does NOT mean that said killer or survivor is "OP" just because of the opportunities that specific maps/tiles happened to provide in that instance. In my opinion. gliyn gamer
-
@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661981#Comment_3661981
Absolutely, I agree. Right now the killer doesn't have enough incentives to go out of their way NOT to tunnel. And I don't belive that BP isn't enough either. I don't think killers need to be nerfed, but tunneling should no longer be the most optimal way to win. I think that gen speeds should reflect tunneling. If a survivor has been hooked consecutively, gens get a repair speed buff. If hooks are spread between survivors, gens get a repair slowdown. Both stack, so if the killer has 3 hooks by tunneling someone out completely, that's 3 whole stacks of a repair speed buff, making them go faster. If the killer gets 3 hooks by different survivors, that's also 3 whole stacks, slowing down gens. This doesn't take the killers ability to tunnel away, but it is no longer the best way to win, and it gives all survivors a chance to actually play in the game.
*BP isn't enough in my op, sorry weird wording I did there lol
-
@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661936#Comment_3661936
That's true, and I've heard many times that the solution should be some kind of incentive to make doing something different rather than tunneling. Every time, the survivors say, ``Killers don't need buffs, just nerf them.''
What if flashlights and flash grenades were taken away from the survivors? They will all try to go down only under the pallet. What if we lose the means to seal off gen for the killer? There will be more tunneling. There is no material that can deny that.
What is the killer's reward for letting an unhooked survivor escape? That's what everyone needs to think about.
Absolutely, I agree. Right now the killer doesn't have enough incentives to go out of their way NOT to tunnel. And I don't belive that BP isn't enough either. I don't think killers need to be nerfed, but tunneling should no longer be the most optimal way to win. I think that gen speeds should reflect tunneling. If a survivor has been hooked consecutively, gens get a repair speed buff. If hooks are spread between survivors, gens get a repair slowdown. Both stack, so if the killer has 3 hooks by tunneling someone out completely, that's 3 whole stacks of a repair speed buff, making them go faster. If the killer gets 3 hooks by different survivors, that's also 3 whole stacks, slowing down gens. This doesn't take the killers ability to tunnel away, but it is no longer the best way to win, and it gives all survivors a chance to actually play in the game.
-
Tunneling doesn't just effect that 1 singular survivor though. If it did, killers would never do it because it wouldn't be a winning strategy. Tunneling is so effective because while you take out 1 person from the game completely, you've made the game much more difficult and less likely to win for the other 3 players, and much easier for yourself. I don't understand this mentality behind, "Yeah, it sucks for that 1 person, but do gens and you will be fine" When if it were truly that simple, then it wouldn't be as successful as it is at winning games (as in 3k-4k) so we wouldn't see it as often. And that's simply not the case.
It is successful because it doesn't just suck for that one person it sucks for the entire team- and that's the point. The killer wants to win and making the game as difficult as possible for survivors via tunneling is the easiest way to do it.