sonata93
sonata93
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@Vetrathene said:
Oh. My. GODS. Legion has been bullied and beaten ever since they came out, and they have never actually been an amazing killer. With the perk changes they are finally getting some indirect buffs that make them stronger, and people are freaking out about it? About LEGION? Let the poor little teenagers shine for once, everyone should get their day in the sun.
I hardly said anything that was remotely in the realms of 'freaking out': I don't take it that seriously 😂
I have absolutely no problem with any killer receiving buffs, especially when they need it most. If you read my post, my issue isn't with Legion's power or their buff, but rather the gameplay from a survivor perspective as Thana on killers who keep survivors injured (Legion, Plague) is already tedious without the buffs. Now with the increased penalties and increased gen-times, it's going to be even worse. As I said, it'll be a non-step skill-check and progress bar simulator: not exactly fun or immersive is it?
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@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/332428/new-perk-gameplay-changes-and-legion
People always say Thana + legion is dumb meanwhile thana + plague is 50x worse
True, but I only singled out Legion as (I could be wrong) but don't more people play them? I say this also from experience as, since their buff, I verse so many Legion's running Thana.
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I'd love to see DBD's take on some classic horror/gothic tropes i.e. vampires, werewolves, etc. A Dr Jekyll/Mr Hyde killer would be cool too, with a map set in creepy Victorian London streets at night time!
In terms of licenses: Stranger Things with Vecna would probably be my #1, but as others have said, an Alien chapter would be pretty awesome!
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I think they should've kept the BP bonus on both BBQ and WGLF. I understand they didn't want blood points to dictate people's chosen perks, but BBQ is now mediocre at best without the bonus. At least they semi-buffed WGLF to compensate for the removal of the BP's, but as you said, 'BBQ & Chili' is now simply 'BBQ' 😂.
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For survivor, I've always played either Jake (mostly), Dwight, or Feng. Recently started playing and prestige Yoichi too as he's really cool.
I don't play killer a whole lot anymore, but when I first started playing I mostly mained Ghostface as I thought he was really strong. Looking back, it was because I was a newbie killer with low MMR. The better I got, the less I liked to play him as he wasn't too great against experienced survivors (better since his buff though),
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I do miss old Coldwind purely because it had such an atmosphere. but then the graphics of the updated (and new maps) are significantly better so I guess that compensates for it.
I think they did a really good job on the Haddonfield rework and GoJ is definitely a spooky map. However, Coldwind and Eyrie are far too bright and don't really feel like horror game maps, in my opinion.
Macmillan and Asylum look amazing, but I just wish they had given them more color (like the old Macmillan maps with their blue tinge) as they're so grey and monotone.
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I think the new OTR should be nerfed down to 60 seconds (or less), but the actual concept of the perk is just fine.
The new DH is absolute garbage; I guarantee there will be a decrease in its usage amongst survivors. All the original issues with the perk (DH 'for distance', ignoring Trapper traps, etc.) are no more. I think the new one takes far more skill to use as you have to time it precisely with a killer attack.
The new BT base kit is long overdue. Objectively, that can't be abused because it only lasts a few seconds and punishes killers who try and hit survivors straight off the hook. When equipped with the new BT perk, I agree it has the potential to cause some problems but we'll see.
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@Mr_K said:
To truely stop camping make it so the Entity blocks unhooking when the killer is more than 32 meters from the hook. That way the killer is incentivise leaving the hook.
That would never work because killers with high mobility (Nurse, Blight, Dredge, etc.) could just get straight back to the hook in a matter of seconds.
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It's actually a really strong perk for two reasons:
a) it cancels out aura reading perks whilst a survivor is on a gen (Kindred, Dark Sense, Alert, etc.).
b) a survivor needs to stand still/walk for five seconds when leaving a gen to counter the exhausted effect. If they leave a gen and go straight into a chase, it essentially counters SB, Lithe, DH (if they're injured) until they're no longer exhausted. It means survivors can't just use exhaustion perks as soon as they get chased off a gen.
Honestly, I think it's a pretty viable perk. Not over-powered by any means, but pretty efficient with the right build on the right killer.
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The first thing I'd recommend is to not pay attention to the end-game chat. Sometimes you get some nice, wholesome messages - but generally speaking, there's a lot of salt in there.
The thing is, humans are naturally competitive and regardless of what people say, killers want to "win" by hooking/killing, and survivors want to "win" by escaping. This natural reaction to gaming/competitiveness is just exacerbated by BM'ing and generally showing off, which in turn makes the other side feel annoyed and like the game is unfair/unbalanced. When people don't "win", they look for ways to blame the other side and try and say there was some injustice in the gameplay.
I think the biggest problem is that many people play one side exclusively. For example, survivor "mains" who never play killer can only see the gameplay from one point of view, and the same goes for people who only play killer. There are glaring problems with game design on both sides, and I think if more people were open to playing both killer and survivor they'd have a greater appreciation for the difficulties for each role.
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You say that survivors are supposed to work together to overcome the odds: isn't that what body-blocking/taking hits is? I agree BT body-blocking can be a little obnoxious at times, but generally speaking, I see no problem with it.
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I wouldn't say the worst; since their rework and with the right perks/add-ons, they can apply tons of pressure.
I would say they're the worst design from a gameplay/interactivity perspective, though. I roll my eyes and audibly sigh whenever I load into a match and hear Legion's terror radius as there's nothing more boring than spending half of your match staring at a mending bar.
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You're essentially saying we take away the one thing survivors have in their favor? Killers are faster than survivors, not to mention many of them have range attacks or instant-down powers so removing looping would essentially constantly give killers free downs. That makes no sense whatsoever.
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I don't get why people hate COH so much? It was already nerfed once, and killers now have a perk to counter it. People say to survivors about NoED "just do bones", can't the same be said for Boons now? Even if you don't want to waste a perk slot on Shattered Hope, a Boon can be snuffed in a matter of like 2 seconds. There is a clear and easy counter to CoH, which is the argument killers constantly use about NOED and other Hex perks. I'm sorry, but I just don't see the issue! Boons are essentially the survivor equivalent of Hex's: strong perks with a big pay-off, but you run the risk of losing it.
I agree old DH was OP, but we'll have to wait and see what the rework brings and whether it's a nerf or a buff.
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The main issue with DH was the 'for distance' problem. Whilst the new DH has the potential to give survivors a brief speed boost, it requires meticulous timing - not like old DH where any mistake could be negated by pressing E. Please remember, the new DH only provides 1 second of endurance, this is such a small window of time and it would have to be timed perfectly with a killers M1.
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I agree. Most of the nerfs/buffs were very much needed, but the DS nerf feels like overkill. Sure, killers will often eat (current) DS but they are punished for doing so (wastes time, survivor makes distance, makes it to nearest loop, etc.). All the DS nerf does is make it easier to tunnel/eat DS because killers will be less punished for doing so. It kinda feels like they felt obliged to nerf DS because a lot of killers dislike the perk and it's one of the most used survivor perks (for a reason). Deactivating in the EGC is just silly, in my opinion. I get the stun time reduction, and I wouldn't have even been mad if they reduced the amount of time it's activated for, but reduced stun AND making it useless in the end game is just too much.
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I always thought a sensible nerf to Dead Hard would be to make it a one-time use only (like Decisive or Deliverance). That way, the perk is still strong and does what it's supposed to, but can't be overused by survivors using anti-exhaustion perks (Self-Aware, Vigil).
I'm a bit concerned about DS; I hope it doesn't get completely nerfed. It's already a fair perk in the sense that it can only be used if the survivor was unhooked within 60 seconds and hasn't done anything objective-related (gens, healing, cleansing, etc.).
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It's funny because 9/10 of my matches seem to either be an Autohaven, Macmillan, or Badham map. I sometimes get Eyrie or RPD but they're usually offerings brought by survivors.
Red Forest, Midwich, and Lery's are a real surprise for me and I like playing on them as I don't seem to get them all too often.
Haddonfield feels like a myth for me at this point as I rarely ever get it, and don't even get me started on Garden of Joy! I've probably had that map like maybe 5 or 6 times since it came out. I've been getting my Feng to P3 which has cost me millions and millions of BP's yet I've not had ONE GoJ offering. It's kinda weird.
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I can't wait for the DH and NOED nerfs, hopefully, that'll mean we don't have the same old conversations on here every day.
Excited to see what they do with some of the buffs (Calm Spirit, WGLF, etc.).
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@Canas said:
I simply don't understand survivors. Everyone is bringing a cake and yet they still genrush just to leave the game with a meager score. I only was able to get a single hook, that's simply awful. Games like this are the reason why I don't wanna bring anniversary offerings into these events at all, they're simply wasted on these type of people.
https://us.v-cdn.net/6030815/uploads/OGEMKAJMH10P/waste-of-cakes.jpg
No offense, but there's no indication of gen rushing here. There's no Prove Thyself and none of them even brought a toolbox. Whenever I play killer, I know it feels like 'gen rushing' as the gens seem to go super quick whilst you're in chase, but survivors simply being proactive and working on gens when not being chased/hooked isn't gen-rushing, it's them simply doing their objective.
I get that a 4 man SWF with spare parts and PT could be considered gen-rushing, but if survivors are optimal and do gens efficiently when there's not enough map pressure they can't really be criticized for gen-rushing. Other than the person mori'd by Rancor, those scores aren't even too bad (they're mediocre, sure, but trust me I've seen far lower scores) and once stacked with event offerings they would've all got fairly decent points
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It's funny how every single DH thread is anecdotal and tells stories of absolutely amazing survivors who impeccably time their DH so they can extend their chase by minutes. Sure, I know this happens, but I just find it curious that no one every talks about the myriad of DH fails you see or when survivors just do it in a panic and get downed seconds later. But yeah, sure, DH make survivors invincible....
https://www.youtube.com/watch?v=EnQl0JhI64A -
The thing is, I understand camping when it's, for example, the end game collapse and a killer is just trying to secure a kill.
However, just before I went against a p3 Bubba in solo queue. I looped him for a bit but then he managed to get me with his chainsaw, he then proceeded to hook me and just stand in front of the hook staring at me. A Leon with BT saved me but then he got downed, so the cycle continued. The killer engaged in one chase throughout the entire match, and didn't so much as kick a gen or break a pallet. I just don't understand how that's a fun or productive playstyle? Three of us still escaped.
There needs to be a mechanic in place where if the killer is standing within very close proximity to the hook, BT allows both the hooked and the person unhooking to take a hit, or the sacrifice timer is significantly slowed down. Also, grabbing healthy surviviors off the hook should not be in the game.
I definietly agree that there should be some buffs to killer mechanics. One example off the top of my head is that when a killer kicks a gen, there's an immediate regression (like a mini Pop Goes The Weasel), and survivors should have to be on the gen for several seconds to stop it regressing (this would stop people gen 'tapping' all the time). I think if minor tweaks like this were made, it would incentivize more killers to play in a better and more fun way.
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I've always been an advocate for other exhaustion perks like Lithe or SB as I personally think they're much better and far more reliable than DH. However, whilst killers like Nurse and Alchemist Ring Blight exist in the game, I don't see any issue with DH. Survivors need at least some counter to these killers when their special powers (moreso Nurse's) go against the basic rules/mechanics of the game.
If DH was removed, some killers would then just complain about the next exhaustion perk. In fact, I had a killer DC on me because I was using SB and they were getting annoyed because I was able to 99% it quite well.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2999596#Comment_2999596
Killers can't leave when they feel like it.
Yeah, true. Which I why I think something should be implemented in the EG where killers can hurry up the timer or something, especially when it's survivors bm'ing at the exit gate.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/2999544#Comment_2999544
How can you deny it being a pity escape? The killer has already dominated the game, the game is going "since you're the last alive, and despite you not finishing all the gens, we're giving you a chance to escape." Killers don't have anything like it (unless you count facecamping at EGC, in which survivors can get the save if coordinated enough and it isn't a bubba).
A "chance" is already good enough, the fact that they're given a chance by the game to escape for being utterly destroyed is strong enough. Of course were it to be removed, it'd be a bad idea since the last survivor would have to complete all the gens. But to deny it being a pity chance of escape is dumb. You didn't earn it, you got utterly destroyed and walked around the map with RNG and found the hatch.
So yes, it is a pity escape. Sure, you can cope by saying it "counts as a normal escape", but not everything is so black and white.
You know, I don't know why I bother with this forum. You post your opinion that differs from someone else's and get called 'dumb'. That's not very polite and it's literally a game, it's really not that deep.
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No one owes anyone anything. I know a lot of people say when someone's being face-camped: "just hold out so that your team can get gens done" - that's fair enough, but time is precious and if someone doesn't want to spend minutes of their lives playing skill check simulator whilst being hit on the hook by a face-camping killer, they should be given the option to end the game for themselves.
Regarding people who do it because they've either had enough of the match they're in or don't like the killer they're against... I personally wouldn't do this, but again, no one owes any other player anything so it's ultimately their decision if they feel the game is a waste of their time or they're not enjoying it.
The biggest issue here is that the current game allows face camping to be a viable strategy, especially against killers with strong, insta-down abilities (T3 Myers, Bubba, etc.).
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I kinda get it if someone does it once in a blue moon. Say you've had a streak of really bad games and then something tips you over the edge, so you DC because you've just had enough and can't be bothered waiting (especially if you're being slugged as a survivor, or as a killer the game's over but the survivors insist on staying for as long as possible to BM at the exit gate).
However, people who do it a lot or do it because they don't like a specific killer are selfish because it ruins the game for everyone else.
I've also had survivors DC when I play killer to deny a Blood Warden play (something they proudly boasted about in the EGC).
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/2994745#Comment_2994745
ah yes, claudette hiding in a bush who outlasts her entire team simply by doing nothing deserves a pity escape, she deserves it!
Erm, I don't remember saying anyone 'deserves' an escape? No survivor is entitled to escape, nor is any killer entitled to a 4k.
The hatch is simply a game mechanic that gives the final survivor a chance to escape.
Honestly, call it whatever you want ("pity" escape) but as I previously said, the game registers it is an escape. Plus, it is very satisfying to beat a killer to the hatch who's played like a jerk the whole game (BM'ing, camping, etc).
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@ZFennecFox said:
Hey there! Just popping into to throw some kindling on the fire and remind people that Ruin was nerfed for being used in 80% of Killer games.
True, but old Ruin was absolutely busted and was far more detrimental to the overall game than a couple of survivors bringing DH.
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I honestly wish there was a perk 'store' that you could get teachables from once you've unlocked them. Even if the perks cost significantly more BP's, I'd take that any day over grinding through millions of BP's and BW's just to get one tier one meta perk.
I've had this problem with Haddie. I used most of my rank-reset BP's (9 million lol) to level her up, and so far I just seem to be getting useless perks like This Is Not Happening and Slippery Meat.
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I've always wanted a Trickster map! It'd be awesome to have a map set in nocturnal South Korean backstreets; it could be really eerie with lots of mist and flickering neon signs. The main building could be the recording studio/record label headquarters after his killing spree.
I for sure agree with a Castle map, there's so much that could be done with that.
Also, I reckon a pirate-themed killer with a map would be awesome! The map could either be indoors and set on an abandoned pirate ship, or a spooky coastal/fishing village (or a combination of the two!).
I just hope the next map is something a little different. Don't get me wrong, I love Garden of Joy but we now have so many rural/house-themed maps (Coldwind, Haddonfield, GoJ) it'd be nice to have something a little outside the box.
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I agree that it should deactivate if the exit gates are touched, but it should not by any means deactivate just because it's the end game.
This would incentivize and reward tunneling in the end game and create a really unfair/unbalanced game, especially when going against Blight/Nurse or killers who bring end game perks.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2995515#Comment_2995515
DH is top tier if used correctly, like making the distance to reach a window/pallet or the Exit Gate or avoinding a hit.
But it's bottom tier if not used correctly, which is what most people seem to do. Like, press E too near a window, so they can't vault and get stuck. Or press E in a dead zone while the Killer didn't even fake a hit and they wasted a perk slot because it did nothing to save their a**.
I agree! That's kinda what I was trying to say when I said DH was overrated. What I meant by this was that DH isn't 100% reliable and can easily be negated by killers bating it, or it being used in dead zones. DH requires precision and timing to be as effective as it can be, whereas perks such as Lithe or SB are far more reliable and always work well - they're generally much more reliable and rarely let you down.
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I'm surprised at the number of comments saying DS should deactivate in the end game.
It would be a terrible decision to deactivate it during the end game because it would actively permit tunneling without any consequences, not to mention that it would give survivors an unfair disadvantage against EG perks like NOED and Blood Warden.
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Corrupt is better for low-mobility killers or killers who need time to get momentum (Trapper, Hag, Nemesis, etc).
Lethal is much better for stealth or high mobility killers to get into a chase or get a down straight away (Nurse, Dredge, Blight, Ghostface, etc).
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@Icaurs said:
Overcome is by far the best exhaustion perk in the game. Not even dead hard can beat it, and for these reasons.
- Its easier to use then dead hard. Even dead hard requires survivors to be near pallets and loops in order to get proper value. Using dead hard in the open is is unlikely to buy any real time. Overcome can be used in the open, if you get hit at loops. It also requires no input from the survivors making it by far the least skilful perk in the game.
- It is actually uncountable. As hard as it is, and as rare as it is Dead hard can be countered. Its extremely hard yes but there are ways to work around it. Forcing the Dead hard with killer powers, forcing an early DH by going for a swing and general predicting it avoiding a miss swing. I'm not saying its easy, which is why DH has been the best exhaustion perk for so long, but it yes you can counter it. Dr shocks, demo shred, huntress, trickster projectiles and of course instant downing killers or killers with high mobility. In contrast overcome only has two counters, high mobile killers like blight, nurse ect and instant down killers like leatherface and scream.
- The raw value of the perk is at least equal if not better the then dead hard. Dead hard requires a survivor to loop at pallets and tiles in order for value. What makes it strong is that it gives survivors the ability to fix an error on their part with one button. However plenty of tiles can be mind gamed by killers and those that can't, the killer won't bothering to mind game anyway so they just break it. So generally you get around 20-30 seconds per dead hard. obviously it varies based on killer and map but I think that's fair. so 20-30 for one pallet is strong. However with overcome you can actually traverse one side of the map to the other(generally around 20-30 seconds with no pallet usage. The perks are hard to compare but raw time 20 seconds near guaranteed is extremely good.
- Lastly the perk combinations. Overcome can be combined with so many perk combinations. DH really does not blend with anything that makes it bland and uninteresting and also easy to predict. Once you have used your speed boost to break line of sight, combine yourself with any scratch mark removing, pain hiding perk and you are near guaranteed to escape the chase. Deception, lucky break, iron will, quick and quiet, shadow step, dance with me, lightweight. They vary in strength but they are all viable. The main combination if I really want to lose a chase. Overcome, lucky break, iron will and quick and quiet. Overcomes to lose line of sight, lucky break to remove scratch marks, iron will to hide groans of pain and quick and quiet to enter a locker. Escape is near guaranteed at least once per a match and more then once if you use a medkit. Then once you get belter, you replace quick and quiet with built to last. Now you are using lucky break 2-3 times a match, and there is little a killer can do about it.
I actually agree with most of this; I think Overcome is a really underrated exhaustion perk.
My issue with it, as you said, is that it's completely negated by killers with insta-down abilities. I generally find SB and Lithe more efficent as these can still be used during chases against killers who can insta-down, whereas Overcome requires the M1 injured hit to activate. The only counter to SB/Lithe is Doctor's shocks, or perks/addons which cause the exhausted effect (such as Fearmonger).
For me, I'd personally rate the exhaustion perks this way:
Top Tier: Sprint Burst and Lithe
Mid Tier: Balanced Landing, Overcome, and Dead Hard
Bottom Tier: Smash Hit and Head On
I know it's controversial putting DH as mid-tier lol but I think it's so, so overrated and I personally much prefer exhaustion perks which give you good distance and can be matched with other perks for better effect (Smash Hit with Parental Guidence, or Lithe with Q&Q and Dance With Me). I can't wait for the day DH gets nerfed so that we stop getting threads about it being OP every day haha!
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2995431#Comment_2995431
Dead Hard is no comparison to 1-shot perks. It doesn't feel good to get instantly downed, especially with no warning.
I say this as a survivor main: I don't think the killer 'feels good' when they've been looped and finally catch up to the survivor but their hit gets completely mitigated by DH.
The insta-down is part of many killers' powers (Oni, Ghostface, Myers, Hillbilly, etc), without it, pretty much all killers would be M1 which would render most of them useless. The only insta-down mechanic I don't agree with is NOED, but that's a whole other conversation.
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Yeah, Bubba is by far one of the worst (if not the worst) designed killer in the game in terms of playstyle. Correct me if I'm wrong, but there's no other killer in the game who's that strong just from camping a hook. I'd say 9/10 Bubba's I go against usually play this way, and they almost always bring NOED as a fail safe just in case the survivors are efficient and don't swap hooks by being too altruistic. Like I get it, the "Basement Bubba" thing was a bit of a funny meme for a while, but now it's just boring going against this killer.
I really wish he'd get a rework.
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I agree that Dredge is kinda OP, but in what world does Devour need a nerf? I say this as a survivor main: it rewards good play. It forces killers to leave hooks, and survivors get a notification that it's active long before it can do major damage. It takes five hooks to reach tier 5, and at tier 3 (insta-downs) survivors get the 'cursed' notification. Plus, the hex totem will be active from the first hook so many survivors will find it before it even activates.
If you really struggle with finding totems and you're finding a lot of killers are brining Hex perk, there's plenty of good perks to counter it: Detective's Hunch, Counterforce, and Small Game. Work one of these into your build if it's that much of a problem.
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/2994745#Comment_2994745
- hatch is not “perfectly balanced”. There are plenty of times where it appears right next to the survivor and there’s nothing that can be done about it.
- by your logic, if there are multiple survivors left at the end, killers should get a one time use version of NOED so they at least have a “chance” to get a kill. you see how this argument makes no sense? You shouldn’t just be given something just because egos can’t handle holding the L. You get second chances all game as it is. Hatch exists purely for survivors to feel like they didn’t lose lol.
- the only time hatch should spawn is if all 5 generators are done. Again there is no reason you should get an easy escape when you haven’t even finished your objective. Killers always have to hook/mori/run out the EGC clock, in order to win. Why do survivors need a way to escape without finishing their objective other than being given pity escapes to feel better?
1) your logic here is flawed. You say it appears 'plenty of times' right next to the survivor, but the same can also be said for the killer. The hatch spawn is totally random, so it is by definition 'balanced' because it's pure luck and being in the 'right place at the right time' for both sides. The only time its spawn can be influenced is through offerings brought by survivors, which can be seen by the killer also, therefore there is no competitive advantage here.
2) You talk about survivor egos, but the only people who seem to have an issue with the hatch are killers who feel entitled to a 4k. Is this not also an ego thing? They feel annoyed because they sacrificed 3 survivors but the 4th managed to escape. Literally, most players don't seem to have an issue with the current hatch mechanic. Also, NOED and the hatch cannot be compared: completely different game mechanics and different scenarios/contexts.
3) It's not an easy escape by any means. It's literally a 1v1 and the killer is just as likely to find the hatch first as the survivor is. You make it sound like survivors always get hatch but that is simply untrue. It actually takes some strategic thinking to look for the hatch as you have to try and avoid the killers view, whilst moving quickly round the map to try and get there before the killer does. Fair enough you consider it a 'pity' escape, but the game registers it as an escape and the survivor gets awarded BP's accordingly.
I respect your opinion, but I guess we just have to agree to disagree.
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Yeah, it sucks and it's pretty much over when Nightfall happens as NOED is active.
Went against a Dredge on Garden of Joy yesterday who appeared to be a pretty new killer (only managed one kill the whole game through tunelling). Come Nightfall and an active NOED, they managed two more kills.
I do like the Dredge, but I hate his Night power. Even with some minor nerfs it would be a significantly better experience, but as it is right now, it's pretty sucky to play against.
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@SOULWARRIOR71K said:
Hatch really shouldn’t exist at all. It does nothing other than give survivors a pity “escape”. Fifth gen pops, start the EGC collapse and call it a day. Between second chance perks and NOED, there’s already enough freebies as it is.
I wouldn't call it a 'pity escape', but rather a fair chance for the final survivor to escape. You're essentially saying that once the hatch has been closed and if there's one survivor left, it should basically be a free 4k for the killer. I say to this:
1) a 1v1 for the exit gates is really difficult as a survivor, especially if you're against high mobility killers like Spirit or Nurse (and now Dredge), or killers who can patrol the exit gates by other means (Trapper, Demo, etc). Also, how is the final survivor supposed to even have a chance of escaping on a map like Midwich when the gates are literally a stone's throw from each other? The killer always has the upper hand when this happens, so I don't see why it's unreasonable for the survivor to be provided with an extra chance of escaping.
2) it's pretty much a 50/50 who will find the hatch first. It's not like the survivor has any competitive advantage in this context unless they're like 1 in 100000 survivors who actually run Let Behind or use Clairvoyance to track the hatch.
3) The survivor has done well to outlast all their teammates, why should they be punished just because their team wasn't able to survive and complete their objective?
As I said, the hatch exists as it is now for a reason. It was obviously put there because the devs recognize that as the last survivor, your chances of escaping through the exit gates were minimal. Plus, the hatch is perfectly balanced because the killer may find it first anyway. I also like the gameplay side of it, it's pretty fun going against the killer and trying to find the hatch first. Just to clarify, I'm only talking about the current hatch mechanics. I agree the old version where multiple survivors could escape was boring and just ridiculous that it made its way into the game.
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I absolutely love the new map. I'm yet to play as killer on there, but I think it appears generally quite balanced.
In terms of how it looks, it's by far the best map in the game. It's absolutely stunning and I love how dynamic it is with lots of different textures. Also, I love not having an ugly wall around the map parameters, I hope they continue this trend for future maps!
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Sadako for sure can be countered. Her stealth ability is a weaker version of Wraith's as she doesn't have that crazy speed boost when she uncloaks, and the TV's don't really do anything. Most survivors will deactivate the TV's so she can't teleport, build up their condemnation until the last minute, and then clear it before they become fully condemned. She has potential to be good, but her powers are just far too weak against the current meta.
I do agree that the Dredge is very powerful. I consider myself a reasonably skilled survivor, yet in a lot of my matches, we seem to be getting stomped by it. It's counter-loop ability is quite easy to counter as you do exactly what you do with Artist: run to the next nearest loop/pallet/window when they slow down to place the remnant. The night power needs a nerf tho, in my opinion.
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I actually don't mind its anti-loop ability. I just do what I do with the Artist and run to the next loop/window/pallet as soon as I see the slowdown from placing a remnant.
I find I'm struggling far more with the Night power. I'm finding it virtually impossible to loop whilst it's active as the darkness of the map makes it so hard to navigate, and it's a sensory overload with all the noises.
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When people do it for no apparent reason or because they're the first to go down, that's annoying as hell.
However, if someone's getting insidious camped or hit on a hook - can you really blame them? I know people say you should just stay put so that your teammates can push gens, but at the end of the day, nobody owes anyone anything. Time is precious, and if you don't want to spend minutes of your life having a killer camp you on hook and play skill check simulator, that's fair enough in my eyes.
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@Souplet said:
https://forum.deadbydaylight.com/en/discussion/comment/2986210#Comment_2986210
"Why does the killer tunnel me ? I only body blocked him with bt then tbaged and click him to taunt him because i have ds ! Why would he tunnel me ?!"
Did you even read my post? At the exit gate... that's what I said. I said nothing about BM'ing during the match,
Of course, killers are going to tunnel/camp if you teabag/clicky click in the game, that goes without saying because a lot of killers will retaliate.
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It's so weird that someone else healing you doesn't deactivate DS, but if you heal yourself it deactivates - I wish they'd change this.
Arguably, you're much more likely to be able to heal yourself within the 60 seconds than someone else (unless they have a rescue build/perk like We'll Make It or We're Gonna Live Forever). If I feel comfortable enough that I'll be able to loop a killer, I will heal myself throughout the chase, so my argument is you can still heal yourself whilst being tunneled.
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Yeah, survivor's that mock killers who are obviously inexperienced/new to the game are really lame.
I only BM killers who play really dirtily or tunnel/camp. If I escape an insidious Bubba, I will for sure teabag at the exit. Or any killer who tunnels through DS and BT and hits you as soon as you're unhooked.
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Lately, I'd say 3/5 matches always seem to be on an Autohaven map. I used to like these maps but I'm getting super bored of getting them all the time. 😂