rhodamia
rhodamia
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@Deadeye said:
That would also steal the chance of the last survivor to crawl away so the killer can't find him and get to the hatch, or let the killer find the hatch and get up with Adrenaline. I know, rare happenings, but with removing the one you always remove something else as well. Hard to find solutions that fits everything
Fixed.
The Culling pauses when the hatch is open.
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Make lockers and grabs not trigger DS. Since this nonsense happens frequently and is abuseable.
Allow DS to stop a Mori (cuz I think the animation would be cool). Wouldn't happen often. But when it does. It happens with a shard of a dos equis bottle.
Boom. The DS 2020.
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Balancing for SWF would punish the solo player base such as myself.
I get the complaint from a killer standpoint. But it would take something special to "fix" without hindering the solo players.
It's tough on all fronts. Not as easy as "Devs please fix" and they go "oh yeah. Our bad" and its patched.
It would take something off the wall to fix it. Some crazy solution like adding a generator for each SWF member. Or having aura pulses on survivors. Making Kindred part of the base kit for everyone to make it more like SWF and then buffing killer accordingly. Not an easy fix regardless.
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@LetsPlayTogether said:
Double standards from killers at its best, again. You just show that the game is fairly killer sided.
It's not. Lol. It's too much to argue in a reply tho.
The game is fairly fair.
Killer sided at crappy ranks
Survivor sided at red ranks
The problem? It's all in the hands of the survivors. That's the complaint. Good survivors can crush any killer. Not all survivors. Good ones. Not the ones in this video who hide instead of chase, who wait at pallets instead of looping, who bodyblock on a killer with STBFL, who bodyblock for someone not wiggling.
Video is a good killer who made (one? Mistake) vs bad/par survivors who made AMPLE mistakes listed above. And they still got 4 gens.
That's the complaint.
Fixing it would ruin rank 20-10 play. So it just is what it is: fairly fair
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@Clevite said:
I dont believe you can 4k in a few minutes at rank 15 and not pip. That is probably irredescent in gatekeeper and chaser emblem right?
My chaser was bronze at best (chases didn't last long. Idek if blink hits count as chase)
If people die on first hook because I have all 4 of them on hooks at the same time. I lose rank there too. I probably actually performed 6 hooks? Total? Took about 2 unhooks before they are all on the ground. There was no BT or DS in this rank. So...
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Bah, you can always slug it out, eat the ds to get it out of the way (if it's early game). I recommend slug.
What needs to be fixed is the grab portion only. It's at least a start. The ability to FORCE the killer to eat the stun or let you go is too much. Particularly in lockers as it's the only one the killer can't counter. The 90 second locker of immunity.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/137057/4k-double-pip
Dont you get bored playing survivors so below your skill level. I get that sometimes rank resets happen and take you back further than normal, but why kill people so fast if you are obviously better.
When that happens you should let them save more and get a lot of hook actions and instead of black pipping you will double pip and get back to a respectable rank for your skill level.
Just one man's opinion, play how you like. But I get bored if I don't have to sweat a little as killer.
That is an option and is totally fine to do! However, if the survivors are just BAD. Like. You see em duckwalk behind a tree while you are carrying someone to a hook. That level of skill. Or 0 jukes (I main nurse) so I'm just not missing a single blink. It's not that I'm SWEATING. They are just... Not good. Lol. And smacking 2x and hooking on repeat doesn't take but a few minutes. And id rather get out of that match anyways.
I guess the point is, yes. You CAN be nice to the survivors if you want to slowly gain rank in a 10min game. But if you can knock out 2 pips in 3 mins because they took urban evasion and self-care while you have nurses. On nurse. Lol. It would be nice to just put them on hooks and roll on to the next game and gain some rank in the process.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1156465#Comment_1156465
If it helps, the Adept achievements were designed and implemented at a time when Merciless Victory did mean a 4K. They were never intended to be as difficult as they are now, that was just a side-effect of changing the definition of "Merciless Victory" when the Emblem system was introduced.
Well in that case I think it would be good. Maybe... An Ebony Mori on your bloodweb shoudnt result in declaring yourself as an Adept. IDK. Again. Not my call. If the devs wanted to do that. The. They totally could! But I think it would help with matchmaking at a minimum.
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@LetsPlayTogether said:
How about no? There is a specific way how to double pip. Do it or not. Noone should be granted easy rank ups just by being a cheap tryhard as killer. and as long you just can tunnel, camp slug and mori survivors, no killer would even know what skill is.
The killers who know that skill is are the ones who will take it to high ranks and STAY there. The ones who tried so hard last game will just get punished the next game by going against even better survivors. See the pattern I was trying to display? If a killer gets a 4k. Then they need to face better survivors. Because 4k shouldn't be a regular thing. And punishing low ranks by keeping good killers around is unfair to them.
I can 4k with nurse at rank 15 in just a few minutes. I will black pip or depip. No Mori. No NOED. No camping. And I can do that all day. Why should I have the ability to 4k on repeat without ever being pushed into higher ranks?
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@LetsPlayTogether said:
How about no? There is a specific way how to double pip. Do it or not. Noone should be granted easy rank ups just by being a cheap tryhard as killer. and as long you just can tunnel, camp slug and mori survivors, no killer would even know what skill is.
Tryhard as killer SHOULD be how you gain rank. Trying. Hard.
Also you don't get a 4k from camping or tunneling. That's how you get 1-2k.
Moris will run out.
I'm saying this from a survivor perspective. It will get high rank killers who run moris and try hard OUT of lower ranks where they don't belong. And push them up faster to places where there will more competition. For them. It is a benefit to everyone.
If they are tryharding and slugging and doing everything for a 4k and they GET IT. Then perhaps they are better than that rank of survivors. Because TRUST ME. Pump em up in rank. There are some red rank survivors who can show any killer who the real power role is.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1156384#Comment_1156384
You can bait the DH before or you play smart, that they cant use it for distance. Or do you wanna nerf all other perks that give distance as well?
Read the post above yours for the real problem.
You can totally bait DH. But you can't bait for distance. DH for distance means you are ALREADY out of the killers range, but wouldn't be by the time you make it to said pallet/loop/window. So despite already being out of their range, you slightly increase it further with DH to get the next loop *safely*. Which is an acceptable and smart play to use once in a chase.
The problem as I said above. Is the loops. Dead Hard to get there isn't an issue. It's smart. The loops are what are a bit overturned in some places.
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@bilaueta said:
https://forum.deadbydaylight.com/en/discussion/comment/1156435#Comment_1156435
So you mean that the double pip should not be a merciless victory if you 4k'd easily?
Hmmm. I'm not sure. I was trying to make the change impact rank correction without impacting other aspects of the game (such as achievements). Though I'm not an achievement Hunter so I don't know the difficulty/struggles.
The suggestion was proposed for rank gaining and matchmaking purposes only. If the devs decided to have that impact achievements, that would be on them.
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Noob use: DH to avoid a hit.
Pro use: DH for distance to get to a loop
Solution: make all loops unsafe/mindgameable.
The problem isn't DH. All it did was give them the distance to get to something ELSE that is causing these added MINUTES of chasing.
Dead Hard itself only adds a second or two to a chase. The problem is when it gets them to the next loop. It isn't DH that's strong. It's the loop that's strong. DH was just a means to get to *yet another* merry-go-round or 4.
Make the loops unsafe.
If not all loops, at least the ones that aren't jungle gyms. Leave jungle gyms. Change the rest. And you will see Dead Hards usefulness drop drastically in response.
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@bilaueta said:
And also, you can get your adept achievements without having to constantly try again because you got three iridesvents and one gold because "survivors healed to much"
Though I'm glad you are on my side, I disagree here. This change shouldn't change achievements or the emblems for ranking. It should simply override them.
If I 4k and got a bronze in chasing... It's not my fault they sucked at chasing!
So you still get the same gold, silver, etc. Things at the end. But if you meet certain conditions, you gain the pips regardless.
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I just like the classic hag trap at a loop with a downed pallet. They pop the trap and pallet slide right into your hands. It's delicious.
I also have downed someone, knowing a flashlight person had to be near, and started laying a trap on the downed person. Thinking I was beginning the pickup animation David came to save the day. David learned.
The classic survivor who hides while you are being looped as killer. Finally hit the person looping you, and then get the ducking Claudette for dessert because the pallet is used.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1154035#Comment_1154035
In my 2500 hours i faced 4 man swf more like 7 times if not less. BHVR also posted somewhere how rare it is . It was more like 4% if i recall correct.
https://forum.deadbydaylight.com/en/discussion/comment/1154028#Comment_1154028
If they dont bring hook offerings its nothing really.
Perhaps different for different consoles. I'm PC. I see it a decent amount. Perhaps not a 4 man. But 2 is common like that. And even 2 can be devastating if they know what they are doing.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1154024#Comment_1154024
I don't think they were trying to abuse game mechanics. The grabs work fine when both you and the survivor are playing at low ping. They're only busted if you or the survivor are laggy.
I don't notice lag on my end *most of the time* but I do stream. So I'm sending and receiving signals from all over the place.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1153546#Comment_1153546
It may be an issue against 4 man swf that happens 1 time out of 1000 games.
4 man SWF is pretty common in red ranks. Made worse if they are actually good. Just a note. I'm neutral here. Haven't gotten hit with the sabo issue on my end yet. Just saying swf is more common than 1 in 1000. Maybe 1 in 7? Which is still annoying if they learn an exploit. Again. Neutral. Lol. Hasn't been an issue for me.
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I was wondering why survivors would run up and start grabbing the wake up clock in front of me. The first few times the grab worked fine and I just thought they were being dumb. Now I realize they were trying to abuse mechanics. Got it. Lol
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@not_Queen said:
@snowflake102 There is no current plan to change the balance of Mori. Not sure where you heard about this but as others mentioned, it's best to stick to official channels for news.
Considering this ^ Why not go ahead and close this forum as it will only stir people up if they missed reading this key fact.
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@Codela said:
https://forum.deadbydaylight.com/en/discussion/comment/1141148#Comment_1141148
Nah, I don't agree with that. It's survival of the fittest for me.
Yep. It's why there's no voice chat and solo perks exist. You CAN be a team. But at the end of the day it's about you.
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Make the item only able to be picked up by the survivor who finished the chest for like 5 seconds.
Then you can choose to pick it up or leave it for others.
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Thank you all. :)
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1139804#Comment_1139804
None of those are really things that need to be addressed, though. If you are using Blood Warden- and the vast majority of people aren't- you can open up the gates yourself. If you want to start the timer and get add some pressure to the survivors, you can also open the gates yourself. But in either case, this is a direct upgrade to what we had before where you had no control over the situation and solely relied on the survivors opening a gate, in spite of the EGC not being designed to give you more pressure or kills.
Fair enough, EGC aside then since you say it isnt designed for killer pressure.
I will argue that opening the gate doesn't apply pressure except in VERY certain and specific scenarios.
Opening the gate to activate EGC and MAYBE get a down to activate BW at the cost of giving them a free escape if you fail to do so. Seems like a heavy price for a 60 second gain. Which is why nobody runs BW.
The change to BW would make it more popular I imagine since the activation condition would be easier to achieve. And it would deter 99ing because of the potential of it being there.
Similarly, when people see hexes with no immediate impact on them, they may leave the hex in case it's Haunted Ground. A choice. Deal with the potential negatives of breaking it. Deal with the potential negatives of leaving it.
With the BW change. Both options are still viable. Open or 99. But the POTENTIAL is what makes it scary.
I agree 100% it doesn't NEED to be fixed. I'm just spitballing things that might be a fun alternative. Imagine 99ing and the whole team runs in t-bagging the killer and they see BW had been activated from an earlier hook. 4 people all freaking out, scattering.
I'm a survivor main and that sounds exhilarating. Just that "oh crap" moment. Those are the best.
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@Flatskull said:
TIME = pressure.
Always. It's one of the longest complaints of killer stress due to having little control of gen time and why gen rush is a term.
EGC loses it points since it's the ONE time killer is not under pressure from time but survivors are, They have absolute control of time since they may choose when a gen is or is not done and have multiple gens to make this choice from. The only time this is not so is when they 3 gen themselves.
EGC SHOULD pressure survivors weither it MEANT to or not. You know, actually put survivors in a scary scenario instead of wasting time with endless loops for once because if they do in EGC they will die. Killers opening gates just concedes the game. Unless a killer has NOED or they are very lucky enough to get a survivor with two hits and they have blood warden.
Personally I think EGC should just activate once gens are done .The game is over. Some may argue.
"But Flatskull when the gens are down some people may still need to be unhooked"
You can see when people are down, Injured and being hooked. If a survivor finishes a gen while another survivor is any of these stats this is a issue they force on themselves. As a survivor you control when the match ends and the end phase begins. EGC should just as much be a punishment for mindlessly rushing to the finish in spite of your sorroundings as a punishment for lingering at the exit gate indefinately.
EGC COULD of fixed the ever-I now have nothing to do as killer so I guess I'll prox camp this one secured hook or hatch hunt- but because in its current state it only limits the amount of time survivors can spend tea bagging at the exit gate. What a waste of a cool mechanic and potential switch of roles from the killer being pressured by gen time to survivors being pressured by game time and an interesting, thrilling climax to a game.
EGC should just activated when gens are done...some may argue that this can lead to the killer just patrolling doors until the timer is out and they are right. The doors should perhaps spawn with a certain distance away from each other every time, or more distance, if they already do.
Now as killer I shouldn't camp. If I intercept a correct door while someone is off hooking I can actually prevent an escape and frag people enough that the end game could potentially get me more time out kills. But as is, I have no reason to NOT stay near the hook since 99% is as good as an open gate and open gates are pretty much safe zones.
Why even have EGC if it just essentially gets meta-gamed from even happening. It's would be like having hatch spawn and the killer can pre-emptively lock it from opening any circumstance when they run across it at 1 gen.
What if the switches were switched. One switch opens the opposite gate.
99 all ya want. Better have some coordination.
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@Peanits said:
To play devil's advocate here, what are you aiming to fix with this? The EGC isn't made to give you more kills or force people to leave while there's still things to be done (saves, etc.), and if they do refuse to leave, you can always open the gate to force them out yourself.
I'd say the issue is being able to counter/avoid both Blood Warden and EGC simultaneously without any thinking or choice.
Commonly nerfed things are "benefit without a price"... Not opening a 99ed gate until it's safe to do so, counters Blood Warden. It also negates any pressure added by EGC (which slows down if someone is downed anyways)
In my opinion. If hooking someone at any point after the last gen enabled Blood Warden, then it activates upon exit gate opening... This would fix 99ing without changing 99ing. Survivors can still reap the benefits of it. But now they choose between:
"Open the gates asap to counter a POTENTIAL Blood Warden, but deal with EGC timer"
Or
"Don't open the gate, don't activate EGC, reap the benefits, but POTENTIALLY deal with blood warden. If the killer runs it."
It would also allow killers to have a perk that doesn't have one of its activation conditions as "open the exit gates for survivors"
One perk that is made as an endgame perk. Could DETER 99ing. Without ever changing it as an option.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/134741/any-plans-to-remove-the-locker-ds-tech
You force a killer to follow you (tunneling) to a locker and open it or stand there? Interesting view.
Most killers would, idk, just not follow you? And if they see you get in a locker, idk, ######### off and find someone else?
I didnt know you could FORCE killers to open lockers. I'm gonna have to try that.
Do try it! It's quite fun. Just get off the hook. Go find the killer. And do a gen RIGHT IN THEIR FACE. Then when they come to you. Hop in a locker. You either get to progress a gen while the "F off" or they eat your DS. Much fun. And fair too. To punish the killer by allowing you to do whatever you want for 90 seconds. As long as there is a locker nearby!
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You can't win the argument for a DS change against people who have never been on the killer side with
Squad of identical people and you don't know who you are chasing.
Someone getting off the hook, pointing at you, then hopping in a locker in your face.
Someone repeatedly getting in and out of a locker over and over and over with loud noise notifications just to annoy you because you can't do anything about it.
Bodyblocking to use a BT hit, which then makes them the target of a chase, only to hop in a locker because you can't open it for a minute. So why not.
The problem isn't tunneling. The problem is the ability to abuse the perk despite what the killer does. Sure it fixed tunneling. But it causes other issues.
The solution? IDK. But it should fix tunneling without allowing bullying.
The perk description currently could be "do whatever you want for 90 seconds. As long as you are near a locker the killer will ignore you or you can stun him"
Which translates to
"You can be a prick in the killers face for about 80 seconds. As long as you are near a locker, the killer will ignore you or you can stun him to further your trolling"
It's just not fun on the killer side.
All of this from an ex-red-rank-killer-main who is now a current-red-rank-survivor-main and I run DS every game lol. It's fun for survivors to have power like that. It's not fun for killer.
But again. You won't win the argument. Nobody wants to give away their fun in order to fix something that's broken for someone else. Good try though. I commend the effort.
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@Tactless_Ninja said:
You need to not hit the Obsession when using Save the best for Last. Conditions exist for other perks. Locking people in when they're possibly even not 99ing doors is bad design.
I disagree. Hitting the obsession is a way to manage the strength of STBFL. If it didn't have a regression mechanic to lose charges it would be too strong. It's why charges stop when the obsession dies.
Bloodwarden, however, can be COUNTERED by survivors doing what is easily their best option. With the proposed change the survivors can choose to 99 and gain the benefits of that but POTENTIALLY deal with bloodwarden. Or. Open the gate and deal with EGC, but counter the same POTENTIAL bloodwarden.
Instead of the current method which allows them to bypass bloodwarden AND Endgame Collapse both in one swoop with LITERALLY 0 risk. Countering two gameplay mechanics at once to the detriment of the killer is bad design in my opinion. Put the exit gate switch in a different location than the door. Then 99ing will have some risk.
And locking people in is still only triggered by hooking someone after the last gen is done. Still a trigger mechanic. The ONLY difference is that the killer doesn't have to open the exit gate FOR the survivors in order to THEN lock them in. It's counterproductive and inconsistent. The proposed method is more consistent, with a lower timer to balance that fact.
Heck. DS has a longer timer than the new BW would. Lol
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@Tactless_Ninja said:
There's nothing stopping you from opening the gate yourself, then hooking a survivor for Bloodwarden if 99ing is the issue.
Guaranteeing a blocked exit for not opening the gate fast enough would skew those close games into the killers favor every time.
I know this sounds weird but, opening the gates is an additional step that a killer shouldn't have to take to proc a perk imo.
If these changes were made it would make survivors have to make a choice instead of the easy answer of "just 99% until it's safe" because now... You don't know if it's safe until you do it.
It is a solution to the constantly brought up "exit gate regression" without adding regression. Simply give them a choice. Open now and start EGC to run down a potential BW timer. Or get the benefits of 99% but run the risk of BW.
A killer opening the exit gate to proc a perk. Can you imagine a serial killer stabbing someone. Then unlocking the front door and opening it. Then coming back to finish the job? Nah. I think it would make for a smoother gameplay transition into EGC.
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@Uistreel said:
Am I reading this completely wrong, or are you proposing a direct and significant statistic nerf to an already "inconsistent and potentially useless" perk? Or does this mean bloodwarden will activate as soon as a gate is opened, even if it's 5 minutes after hooking the survivor?
Yes. If you hook someone after the final gen. And they don't open the gates. BW is lying in wait. Once a gate is opened. BW starts.
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@DelsKibara said:
I actually feel like this perk is way too powerful. Because you are disabling every single survivor perk. That in itself should tell you how powerful this perk is.
Because without perks, all 4 survivors combined are weaker than every base killer. And yes you can argue "Just be a good looper", no chase music means every footstep a survivor takes is one the killer can hear. So the killer has the upperhand there.
I feel like if this is indeed going to be brought i to the game. It should be a separate ganemode with LIMITED perk usage rather than completely banning them until every totem is gone.
There we go. New changes.
No scratch marks
All survivors get 1 charge of DS during Hex: Realism to assist with tunneling potential.
This hex should be hard for both. But a new game mode would be cool too (probably without the free DS). This hex basically is a new game mode. But it sure is more realistic. And it sounds like fun to me.
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@DelsKibara said:
I actually feel like this perk is way too powerful. Because you are disabling every single survivor perk. That in itself should tell you how powerful this perk is.
Because without perks, all 4 survivors combined are weaker than every base killer. And yes you can argue "Just be a good looper", no chase music means every footstep a survivor takes is one the killer can hear. So the killer has the upperhand there.
I feel like if this is indeed going to be brought i to the game. It should be a separate ganemode with LIMITED perk usage rather than completely banning them until every totem is gone.
I hear ya. It has downsides to killer too. Quite a few actually. He can't just glance at the map and patrol. He's gotta look. Hard. AND once the totems are broken, it's 16 perks vs 0 perks base killer.
It's an early game perk that will require skill on the killer side to capitalize. But yes. No dead hard or borrowed time. Perhaps we should disable scratch marks too... Hmmmm. Harder to see a hook save coming.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/133378/the-ultimate-tip-on-having-fun-as-killer
Good idea. Just lose, do not bother to win.
He's saying if you stop trying to win you will have more fun.
A response/similar post could be said about survivor. If you don't just m1 on a gen all game and you go looking in boxes, breaking totems, hiding, playing with the killer, etc. You will have much more fun as a survivor. It's just not a good way to win or gain rank.
Casual =fun
Effort=Rank/Wins
It's the same for both sides.
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*Joke post*
What if BHVR made NOED built in? It sure would add that second objective that everyone wants lol. Well that and everyone would quit but still.
*Real post*
What if NOED had a token for every dull totem remaining. And once the last gen is powered all dulls light up. Every hit automagically breaks one of the remaining NOED totems. Survivors can break them too. (Killer doesn't get to see the auras on them, but can see the token count once they are active).
This would work to let survivors know it's active cuz now there's hexes everywhere. Overall nerf, yes. But it doesn't really change too too much. Usually one or two insta-downs is enough to recapture momentum endgame as the killer.
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I've played since Huntress release.
Boring change... It's a mixture. The systematic removal and nerfing of Meta perks (particularly on the killer side) is annoying.
Killer perk/ability is broken strong (legion)? Gets nerfed quick. Regular strong (Ruin. Nurse)? Nerfed eventually.
Survivor perk is broken strong (MoM, DS)? Gets nerfed quick. Regular strong (BT, DS, DH)? Part of the game now.
Don't get me wrong. I think some of these are balanced too. Like DH is balanced imo. But it's strong and counterable. So it's fair to me. But ruin was strong and counterable. But it was nerfed. I'm fine with new ruin. I like it even better. BUT! The principle. Of killers getting nerfed while survivors transition to the power role. Has made the game less fun to me. I just adapted by switching to survivor main lol
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Are you on PTB? I thought servers was only in the PTB and core game is still P2P. But I could be mistaken.
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Doesn't fix the core issue, but here are some tips for temporary fix until one comes around.
Console: Turn down your TV before you launch the game. Annoying. But saves your ears.
PC: Head to your sounds and adjust Dead by Daylight to a comfortable level. The setting will save, and all future launches of the game will have your newly adjusted setting. Just be sure to adjust Dead by Daylight and NOT your master volume.
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What if the new killer has nothing to do with this? And the teaser was just a way to say the killer is off the chain.
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@Waffleyumboy said:
Any reason for this to be implemented? No? Then let's get back to the important things please 😂
Sorry. Didn't realize that "Discussions" was only for "important things". I'd imagine if there were things that were high priority there would be a "Bugs" section or something. 🤔 I was over here in "Discussions" trying to have a discussion about an idea. My bad?
Ok. Now that my sarcasm is over. The "reason" to implement this is to try to allow more player to player interaction. It encourages teamwork, survivor-killer interaction, and disables a mechanic that I personally see as annoying which is 99ing gates. 99ing a gate means that the "open the gates" objective is complete but endgame collapse doesn't start. This would force players to choose between "it's safe to open the gate now but endgame collapse will start. Or. Don't start endgame and hope that I can get the full door timer later".
Just my thoughts.
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@MigrantTheGreat said:
Killer main always because I've had more fun playing killer simply because I get a thrill from being out played which in return makes me better, not only that killer is the only skilled thing about this game.
No longer play the game because.., it's not fun anymore. Killer is too stressful and the devs only listen to survivors and I don't appreciate being part of a community were only half of it is seen and heard, and the other half is seen but not heard. I do play survivor but survivor is boring af to me and very easy
Sadly it is 1/5 is seen but not heard. I'm with you. But the killers opinions are the minority simply because of math.
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I used to play both but mostly killer. Now I only play survivor.
Positives: killer was fun. Good little rush of excitement. Survivor is diverse. I can be santa with boxes, the "chase me" guy with a flashlight, or a gen jocky with my toolbox. I can play how I want, and usually have a similar winrate (roughly).
Negatives: Killer is stressful now. It always has been. But it's gotten REALLY tough, where one or two mistakes ends your game unless you run a certain build. Kindof the opposite of the survivors positive. You are almost forced into certain playstyles to win. And I don't like to choose between fun or a chance at winning. Negatives for survivor would be the lack of things to do. Killer chases are REALLY fun. But only one person can do it at a time. And if you are good at it. That's the end of the game. It's just gens and optional totems.
I like both. Just can't deal with the killer side as it is currently.
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@Sylorknag said:
So, A couple of weeks ago I had a game in which half way through I realized I had no chances of winning again a SWF who had picked Grim Pantry.
I went afk for a good 5 min and to no surprise, they weren't doing any gens.
What are the options at this point?
Eat the DC penalty?
Get looped to oblivion?
Stare at trees?
Thoughts.
Kill them. Eventually they will have to do gens or die. The longer the game. The better for the killer.
Might have a pallet sandwich. Might get dizzy on the loopdaloops. But eventually they will run out of pallets. And eventually bloodlust will win. They start dying, they will do gens. Or lose. Or dc. It will end one way or another.
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Spacelion. The most wholesome of all the players.
Tokki. Cuz she's beautigorgeous.
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Not really. Killers that do that usually don't stay in red ranks long. I might get one a day? And they are usually a steamer dedicated to such tactics or something lol.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1086766#Comment_1086766
Yea it sucks how often killers must resort to "unfun" strategies to avoid getting cheesed out, but that's how the meta is for both sides. Use everything you have or get taken advantage of.
Well you have read my alternative posts (at least I'm pretty sure. Your name looks familiar) To try to change some of these cheesy mechanics so it would benefit both sides in a clean way. But. Sadly I'm not a Dev and can't implement what I think would be healthy for the game. I can only suggest it in a forum where it will be ignored lol.
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@LadyRahl said:
Before I say anything I'm saying that I play both sides of this game amd I enjoy both sides. I'm not being some whiney survivor main when I say this.
A mori should only be able to be used in my opinion after the second hook. To mori after first hook is a shameful thing I feel for the killer to do. It's the sign of an insecure and unskilled killer desperate to get a 4k at any cost who is afraid of a longer game.
Plus, one has to consider that you get less points as killer and lessen your chances of pipping when you do this. It makes no sense to me as a killer why anyone does this outside of desperation to meet their definition of winning. As a killer I have never used a mori, I see no point in it. I would rather play the game and have fun, and have the survivors I'm playing with enjoy it as well. I'm not going to farm mind you, my goal is points and to get the most points I need to kill them but i dont tunnel or camp or one hook mori to do it.
To many killers use it to shorten the game to get their win. Survivors do not have an option to shorten the game. Even if a key is brought they have to complete enough gens to get the hatch to spawn. So either all the gens need to be done or your entire team has to die.
Last night I played against a rank 2, one hook mori killer and found it shameful, not to mention insulting after I had to wait 20 minutes for a match.
Stop making excuses. Don't blame swf, ruin, keys, what have you. The new Ruin is far better than the old one of you understand how it works. Learn to really play killer. Remember it's a game and have fun. If you relax and just enjoy it you'll find you do a lot better ranking up than you did before.
Peace out.
A killer takes rank hits for Mori. And bloodpoints hits. Just as you said. And it's a one time use thing. Like a BNP. It's a one time use so ya gotta use it when you feel like ya need a good game.
Personally I don't even play killer anymore. But when I did I never ran moris unless I had a daily that required me to kill by my own hand. But that's just me.
Keys are being brought up. They are also one time use. (Though they can be transferred, white ward, found in match, etc)... There could be changes. But ya don't see that many keys either. Plus the requirements to get hatch spawn are pretty high too.
I don't see a problem with either. They are both strong. And thus one time use. I don't see it THAT often in red ranks.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1086704#Comment_1086704
Just slug person 2 for like 10 seconds. Problem solved.
And here I was making things complicated. Fair point. I've just never been a fan of slugging because I HAVE to. I don't like to slug in general. So making it an almost requirement to avoid dumb mechanics is kinda not fun. But. Ya gotta do what ya gotta do. And that would work.
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I've always been a Hag/Nurse main.
Hag is nasty if you know how to use her. However, with the recent SUPER speedy early game, her setup time is limited. Tac on slow movement speed to set up. She has been struggling
Nurse, even with her rework she's solid. Learning how survivors run is fun. The back and forth of mindgaming is lovely. When you get that precise blink on someone who thought they were slick. It's delicious.
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@Hoodied said:
Hook tech is where the survivor is under the other survivor on the hook
This is considered a bug as you auto-aim towards the hooked survivor alot and not hit the other survivor most of the time.
DS and BT combo however is not hook tech as it is countered by slugging and downing the BT survivor
No the BT combo is not countered by slugging because you don't get the chance to slug.
Say person 1 gets hooked and person 2 unhooks them.
Killer downs and hooks person 2.
Now when person 1 approaches. They have BT active and DS as well.
If you hit person 1, BT eats it, he will unhook the other guy and both take off.
If you catch person 1 in the unhook animation, he will DS you and unhook the other guy and both take off (BT still hasn't taken a hit and is thus still active).
Cheesing mechanics. But it works.
The only slug option would be to hit person 1 then be close enough to hit him again after he unhooks person 2 and hope he doesn't have Dead Hard. THEN you could slug him.