thesuicidefox
thesuicidefox
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@NightmareReborn said:
Or...(Now hear me out on this) we don't point fingers at certain groups of people and make everyone angry.
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@not_Queen said:
Rancor: The active Obsession will be revealed for 5/4/3 seconds when a generator is completed.You mean the obsession will see the killers aura for 5/4/3 seconds right?
Also Rancor reveals the location of all survivors via notification not just non-obsessions.
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@TrAiNwReCk said:
Clearly not, you were commenting in 2 threads that I was the same day I posted my reply to you and you never replied until today. Nice try.Or maybe you're just not worth my time. Have fun.
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@TrAiNwReCk said:
A little late on the reply there bud. Had to think quite a while before you could come up with some lame response, that's fine. Those who speak before they think generally have this sort of conundrum.LOL maybe because I have a life outside of the forum?
I bring facts. Save yourself the embarrassment of continuing to be proved wrong . . or worse and stop posting to this thread. You clearly don't have a clue.
You bring a whole lot of nonsense. I'm not even going to read the rest of it.
Clearly someone has anger management issues here.
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ADD CHUCKY
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Also question @not_Queen ...
1) If a killer uses an obsession perk does it still pick someone as an obsession at the start of the trial?
2) If a survivor uses OOO/SS will they by chosen as an obsession at the start of a trial? -
As someone that actually uses Dying Light (albeit when I'm just really pissed off at survivors), I'm a bit torn on how it works now.
On the one hand, it could potentially make it worthless, since DL requires you to tunnel an obsession and by this point for most killers there are only 2 gens left to do. You can stall the game at this point OR survivors could actually do the gens if they play it right (or split the map either way). However now, if the status changes you lost all that and now have to tunnel this player again. If you have to do that more than once you lost the game.
On the other hand, I could see the desire for a counter to Dying Light since it is a very devastating perk (plus it requires you to tunnel someone). If someone else decides to DS you then they become the obsession, which if you have a mori means that you don't have to find the obsession you just need to find someone with DS. They hit you with DS, become the obsession, they have already been hooked once, now you just down them and mori to proc DL. I guess you could avoid the next DS by just not tunneling anyone else off first hook, it just seems like something that could be abused to make the perk worthless.
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@TreblucFayle said:
For dying light at least, the condition is just killing the current obsession. Once it's active a new obsession won't change anything as the perks condition has already been met.Okay that makes sense. I was thinking the perk would deactivate, I guess we will see how it works, I hope you're right though.
Still hurts Remember Me though because the obsession can open the gate faster.
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@Edys said:
you're not understanding:
prayer beads + surveillance is game over, you don't even have to add all the other perks I've mentioned. It doesn't matter if "you were never grabbed on a gen", you just are facing a very, very unfair game. Maybe you can escape through the hatch, but if the killer is a little competent there's no way more than one escapes.SPINE CHILL
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@TrAiNwReCk said:
@thesuicidefox said:
@TrAiNwReCk said:
The fact killers have to use BP to get the add-on's to make them "VERY powerful" is a drawback in itself. And it's not like "VERY powerful" add-on's grow on every web . .My 45 Prayer Beads, +30 pink moris, and +25 Mother's Rings would disagree with you. It is indeed easy to maintain this stuff if you are dedicated and can play games without them once in a while. I literally can put this stuff on any time I want for the next month, mainly because I play 99% of my games without this stuff. So when I need it, for that 4 man SWF with all insta-heal/toolboxes I can counter all their OP ######### with my own OP #########.
X is a very powerful add-on so we are going to make you less powerful in some way . . so you aren't very powerful.
It's called a trade-off. I guess you want an infinite insta-kill Myers to be able to get to tier 3 off 1 person AND be able to find you with stalk in tier 3 AND move as fast as he normally would, because that's totally fair. SMH
Here's a thought, let's add a drawback to the two instant heal add-on's for survivors med kits.
There already is a drawback... you get 1 use and it eats the medkit. If you are smart you will put it on a white medkit with a charge add-on then use the medkit once to heal normally before you use the insta-heal when you really NEED it. If you are potato you will use the medkit right after getting hit before the speed boost wears off when there isn't a single pallet or window for a mile against an already one-shot killer. Guess which one survivors tend to do most?
Another reply that doesn't discount the facts I presented. This seems typical of people who troll forums instead of playing the game.
So you spend all you BP on one killer and grab all the pink add-on's and offerings you can get. Fact you will spend 50k-60k BP per web (on a full web). Maybe 1/4 webs grant a random pink up for grabs. That's at least 200k (UNLESS very lucky) BP per pink add-on/offering. Any numbers you claim otherwise are completely false and you are only wanting to be right which makes replying to you further pointless
If a killer or survivor has a ultra rare offering they should be able to use it without any downsides. The amount of BP you spend per ultra rare showing up in a full web is the downside. Someone should be able to be crazy efficient or deadly if they have spent the time and effort playing to spend those points and attained such items/add--on's/offerings.
You are HILARIOUS
You prove there is a drawback to instant heal, then you prove there is not a drawback to instant heal. You have to be smart and not slap it on a common med kit. So your entire little example was meaningless.
SMH
Please think before you post. I know it's a forum and everyone wants to be right . . thing is you aren't. Unless your goal is to add to your post count, you should play the game you claim to know so much about. That's the only way you will see how wrong you are, but still come on here where with no proof to . . try and prove something.
Right I'm the troll, even though I play this game regularly every day for at least 4 hours, and I'm sitting on over 1600 hours. LOL
When you get to level 50 and all perks, the only pink items you can get are add-ons and Ebony mori. At most that's 3, if you are certain killers that's 2 or 1. If you make it a goal to get both of them and then just take all the cheapo stuff you can do it for 50k. If you run BBQ and use the mori every game, you should probably earn on average 45k per game. So if 1 in 10 games you play without a mori, you can maintain a supply of the good stuff.
Sounds to me like you need to be the one to play the game and actually see how easy they are to get and hold onto.
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@ShyN3ko said:
@thesuicidefox said:
1) As Huntress it makes you reload faster. Especially important if you have Iri Heads/Belt combo.
2) As Doc, counters the tactic used to avoid madness.
3) As Freddy, counters the tactic used to avoid aura reading in DW.
4) As Nurse, counters the locker juke tactic to avoid blink hits.
5) As any killer using BBQ to counter the tactic used to avoid BBQ aura reading.
6) As any spoopy build, like SM Myers or All Seeing Wraith, where you just wanna be a lil extra spoopy.That all out of the way, only 1 and 2 are viable reasons to use it. The rest are hit or miss.
But survivors get after 1 time a notification.
They will only use 1 time a locker.Right, which for 2-6 you still benefit because they can't counter your aura reading (madness in Doc's case). ! you're not caring if they use lockers anyway you do it for the reload speed (smart survivors don't hide in lockers V Huntress anyway). Basically IM is used as a deterrent to stop them from using lockers to hide from you. And it can give you a lucky one shot or survivor location here and there at the start of the game.
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@NuclearBurrito said:
What about a killer 4king but still depiping? Did they lose?It's not physically possible to get a 4k and depip with emblems under normal game condition. Safety pip is possible, because you WILL get at least 6 points.
The only possible way you could DEPIP if you got a 4k would be if you pick tombstone Myers and never even hit anyone, then they gen rush you, then you tombstone them all. You might not get any Malicious/Chaser, and as long as they rushed you fast enough you won't get Gatekeeper. But literally every other case as killer you WILL at worst get a safety pip.
And even in this EXTREME example, survivors basically have to give it to you, because if they gen rush you before you get tier 3 then you can bet some will get out. So in a way, yes you deserve to lose because the enemy pitied you and let you kill them.
Also if you just hit them every once in a while and pressure them off gens even a little bit, you'll be guaranteed a safety pip if you tombstone them all. So even while this one case may be possible, it's so highly unlikely in a real situation that the only way it can happen is if the other team gives up their safety pip (win) to let you kill them for you to also depip (Iri Unbroken + Bronze Benevolence = 5 points, they need iri Lightbringer to pip which means 3 gens solo, more than likely they get silver or gold so best they can do is a safety except in extreme conditions, and b/c of this if you kill them they lose Unbroken and depip themselves).
PS. And even if we go by the term "Entity's Favor" you should depip because you killed all the survivors yourself without ever hooking them for the Entity. She would be mad at you for this. Even in the lore this is a depip.
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Here is what I would change about this idea...
THANATOPHOBIA
-Each time you hit a survivor, gain a token up to 2/3/4.
-A token expires every 30 seconds or when a survivor is healed.
-This perk is activate only while tokens are available.
-While this perk is active, survivors suffer a 15% action speed penalty to repairing and healing actions.
-Perk will display token expiration timer (eg. Blood Warden). -
Funny because Snap Out takes priority over Mending, so if you are tier 3 and someone saves you with BT you can't Mend yourself.
They really should have left the bleed out like it was. Everything about Deep Wounds, including the HUD effects, suck and is broken. If we didn't have such a lame killer it could have just stayed as it was.
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@Ryuhi said:
The official source is that the game has multiple rewards and metrics that are not tied to what you guys are equating to a finish line: Blood points, emblems (and consequently pips,) daily challenges, personal improvement, and actually having fun are all separate from your oversimplification. You are welcome to hone in on a single true false statement as the entire core of the game. Others not sharing your opinion is arguably the only reason it hasn't died like many other games. If the only win condition you can possibly have involves a heavy amount of random chance, it will produce games that are impossible to win. In a game like chess, there is no randomness to movement patterns of other rules. There are no hidden abilities or the ability to bring extra pieces to the game. You also don't need to rely on sharing turns with up to three other players, nor having to go against 4 opponents simultaneously in real time. A structured game with no random element is the antithesis of an asymmetrical one that might as well be attached to a slot machine.The thing is the devs can only balanced for one of these metrics. Bloodpoints was the old metric, and people abused it. Kills was a metric for killer and it wasn't very balanced. Emblems so far has been the best metric we've had so far, and is the current one used by the game to determine a win.
This is why I keep saying if you want to play for whatever, fine, but don't be mad at the game when things don't go your way. The game is not meant to be balanced for that so you will have games where it doesn't work in your favor. Hatch games are part of that equation. SOMETIMES you have just accept that survivors escape. Too many killers refuse to just accept that and draw out the game (re: slugging thread) to get a 4k, just like some people will do nothing and sit and wait for hatch every game. And those are both stupid goalposts to set TBH, because it just means that you will get salty when the game doesn't go in that way. Same goes for survivors too on whatever thing they be doing.
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@Ryuhi said:
Which is exactly why most people don't go off of your definition of a win. Your definition completely excludes both skill and performance in favor of a static milestone that can be exploited.Exploited AND forked over by random and OP bullsnot.
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@twistedmonkey said:
I think the tutorial does need updated and be changed to the basics of the game as a win is subjective to each individual, for me its about a fun match and making lots of bloodpoints.Personally escaping, killing, pips dont matter as I want those juicy bloodpoints to lvl up my chars
Which you totally have the right to do. But because you set your OWN win condition, you shouldn't get mad at the games that just don't go your way. If you get a good group of survivors that loop and gen rush you won't get a lot of BP. It doesn't mean the game should change just for you and give you some kind of bonus BP even when you don't make a lot do you?
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@NuclearBurrito said:
And this isn't really a team game. Each survivor has a slightly different winconNo but you would be wise to keep others alive because the more survivors there are the greater your individual chances to escape. It's in your better interest to do it to meet your other objectives.
@NuclearBurrito said:
Hell you can even get iridescent lightbringer without completing a single generatorLOL who is even saying this?
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@NuclearBurrito said:
Since you can pip without sacrificing. That means you can pip without achieving your only stated goal"Patrol the area and find Survivors."
"Chase, injure, and catch Survivors before they escape."
"Carry Survivors to a sacrificial hook and hang them there for The Entity to consume."None of these listed objectives state "sacrifice survivor" or use the word "kill", nor do they state you MUST do these things. If you do everything listed here WELL ENOUGH, you pip. If you also sacrificed/killed them, it still fits within these rules because if you find>chase>injure>catch>hook them 3 times that's just the end result. In such a case where they die it means you did very well, and are awarded more for a win than usual (double pip).
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@NuclearBurrito said:
Also as legion has proved you can pip without sacraficing anyone even though that is the one thing that is very clearly stated to be required** in order to win at least to some degree**Putting survivors on a hook =/= killing them. If you 2 hook everyone, you will almost always pip because of Chaser/Malicious, 1 point Devout (for hooking everyone), and probably at least silver Gatekeeper just because the game would have had to gone on for at least 7 or 8 minutes for you to catch everyone twice.
Also the last part IS WHAT A PIP IS! ffs
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Pips are the win. If you want to play to some imaginary standard, don't complain about the game not fitting YOUR model. You should adapt to the game, not the other way around.
And no where in there does it explicitly say you MUST KILL or MUST ESCAPE to win. It gives you a list of objectives, do those objectives and you get points for a pip. If you kill/escape it CONTRIBUTES to a win but is not the exclusive criteria for a win.
@Ryuhi said:
Pipping also works a fair bit differently now than it did when that tutorial was created, btw.Also this. But even still, the tutorial is telling you how to pip not to 4k/escape.
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@NuclearBurrito said:
Would you look at that. It actually DOES use the term win:These don't explicitly say "MUST KILL OR ESCAPE TO WIN". They list your objectives, which is tracked by the pip system . "Repair generators" is not escaping, tracked by Lightbringer. "Chase, injure and catch survivors" is not kill, tracked by Chaser/Malicious. Also no where in the killer tutorial is the word "kill" used. They tell you to put survivors on hooks, but never explicitly tell you they have to die.
Pip is the win condition. You keep grasping at straws to say it's not, but it is. If you play to 4k/escape then you are just setting yourself up to get upset when things don't go your way, because with all the OP stuff and RNG in this game you can never GUARANTEE these things even if you are way better than your opponent. And while winning is never guaranteed, you can be sure that skill will always be the deciding factor if you win.
@NuclearBurrito said:
"A Killer who sacrifices all 4 Survivors in the trial will earn the Entity's favor"Still doesn't say they win. And if you do so you will have iri Devout, and probably gold Malicious/Chaser (as I have been over with you in another thread). That's 10 points right there, which is a pip. So if you do all the stuff listed and do it WELL you get a pip, which is a win. The tutorial basically indirectly tells you this. "Do anything to stop survivor's" sounds like they are also telling you to kick gens, since that can stop survivors. It's almost impossible to not pip if you killed all 4 survivors (and DC doesn't count because it robs you of Chaser/Malicious).
These tutorials are not telling you that you MUST KILL or MUST ESCAPE to win. They are telling you what you need to do to PIP, which is the win. If you kill or escape it contributes to a pip.
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@PiiFree said:
That's exactly what happens when people insult me for "slugging to avoid the hatch standoff", like I presented in the meme above xD it's based on a true story.I'm gonna go out on a limb and say you get salt from this because you either 1) camped the slug hoping the other guy was potato enough to come save, and/or 2) you let the guy bleed out.
It's one thing to slug and give them both a chance to escape in return for getting a chance to 4k, it's another to just drag out the game forever because you just NEED DA PHOREK HAY REEEEE.
PS. I'm not attacking you personally, this post is to all killers. I'm just quoting you to make a point about the situation.
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@NuclearBurrito said:
Overwatch and battleright are 2 examples off the top of my head that use performance rather than a binary win/lose to determine ranksWhich is exactly what a pip is, except due to the asymmetrical and random nature of the game it is also the win condition because escaping every game or 4k'ing every game is impossible even if you are really good. Sometimes things happen that are beyond your ability to overcome, eg. bad totem placement. That can cost you kills AND a pip if it's in a bad spot. But it can also almost carry you to get kills/pip if it's in a good spot. Due to this sort of stuff, you can not use purely kills/escapes as a measure of a win or loss.
And for every game you cite that has performance as the measure to rank up instead of a pure win/loss (which a game like Overwatch has clearly defined and you aren't screwed by RNG, both not like in DBD so it's not really comparable in the first place) there are 10 more that rank purely on win/loss.
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1) As Huntress it makes you reload faster. Especially important if you have Iri Heads/Belt combo.
2) As Doc, counters the tactic used to avoid madness.
3) As Freddy, counters the tactic used to avoid aura reading in DW.
4) As Nurse, counters the locker juke tactic to avoid blink hits.
5) As any killer using BBQ to counter the tactic used to avoid BBQ aura reading.
6) As any spoopy build, like SM Myers or All Seeing Wraith, where you just wanna be a lil extra spoopy.That all out of the way, only 1 and 2 are viable reasons to use it. The rest are hit or miss.
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@TeaLeaf said:
I really think killers should be competent with out any addons, running "vanilla" should be fine and not a handicap. Those which change powers by adding an effect or how the power works gives you so much more variety.Someone else said it in the thread too, but I can't find the comment.
I agree with the idea that add-ons, at least pink/purple ones, shouldn't just be a buff to the killer's power but instead alter the power in some way to add a new option to playing that killer. SM Myers is the perfect example of this, because that add-on completely changes what a Myers normally does, to the point it's almost a different killer. White/yellow add-ons should buff their powers, green should be like combo versions of white/yellows, and purple/pinks should mostly just give the killer something new on top of it. We have too many purple/pink add-ons that just buff killers to OP levels. Iridescent King and Head are the two worst offenders here, because they buff powers to insane levels.
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@TrAiNwReCk said:
The fact killers have to use BP to get the add-on's to make them "VERY powerful" is a drawback in itself. And it's not like "VERY powerful" add-on's grow on every web . .My 45 Prayer Beads, +30 pink moris, and +25 Mother's Rings would disagree with you. It is indeed easy to maintain this stuff if you are dedicated and can play games without them once in a while. I literally can put this stuff on any time I want for the next month, mainly because I play 99% of my games without this stuff. So when I need it, for that 4 man SWF with all insta-heal/toolboxes I can counter all their OP ######### with my own OP #########.
X is a very powerful add-on so we are going to make you less powerful in some way . . so you aren't very powerful.
It's called a trade-off. I guess you want an infinite insta-kill Myers to be able to get to tier 3 off 1 person AND be able to find you with stalk in tier 3 AND move as fast as he normally would, because that's totally fair. SMH
Here's a thought, let's add a drawback to the two instant heal add-on's for survivors med kits.
There already is a drawback... you get 1 use and it eats the medkit. If you are smart you will put it on a white medkit with a charge add-on then use the medkit once to heal normally before you use the insta-heal when you really NEED it. If you are potato you will use the medkit right after getting hit before the speed boost wears off when there isn't a single pallet or window for a mile against an already one-shot killer. Guess which one survivors tend to do most?
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@artist Prayer Beads are a bit lame, but honestly they are super easy to counter as long as you know the Spirit is using them. You just have to be extra on your toes, like if you were playing SM Myers/All Seeing Wraith/Boogeyman Freddy/AL Pig. Just assume the killer is always around and if you get hit assume the killer is chasing you until you can confirm she definitely isn't. Don't do gens for more than 10 seconds at a time, and be ready to just let go of the button on reaction.
And Iron Will is a hard counter to Spirit. Even with grass/footsteps/scratchmarks if you can't hear them crying in pain it is a LOT harder to track you. And you don't necessarily need to escape the chase while she phase walks, if you just manage to trick her to think you went one way and go another way, even if she sees you coming out of phase walk as long as you gained distance you keep the chase going. If she doesn't have recharge add-ons that's 15 seconds of 110% chase.
This all coming from a Spirit main. I honestly feel like you don't play her, at least not at high ranks against good survivors. It's really not as easy as it looks. I've dodge so many PB Spirits and escaped I don't think they are OP or anything (though I do think they should come with some minor drawback only because it seems like Spirits just spam them to make up for their lack of skill, something simple like less passive phasing or maybe slightly slower activation time, that or bump it to pink rarity). I literally have been grabbed off a gen ONCE ever by a PB Spirit and it was at the start of a game when we didn't even know the killer yet (on top of the fact that I wasn't even paying attention to the game at the time because it was during a reset where I didn't think we'd get a good killer).
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@Cymer said:
Yet again you miss the point.
I never told you, that I disagree with pipping is the games win condition.THEN DON'T COMPLAIN ABOUT GAME MECHANICS.
If you play to your own standards fine, go ahead, I'm not telling you that you have to play for a pip. What I am telling you is that you have no right to complain about ANYTHING that goes against what you consider a win. If you want a 4k, slug away. But don't sit there and complain that survivors let each other bleed out to hatch. Don't complain about perks like DS or Adren that increase a survivor's chance to escape. Don't complain about hatch ANYTHING (especially if you are already slugging). Don't complain about loops. Don't complain about gen rush. Just sit there and SHUT UP because the game should not bend to your imaginary rules.
@Cymer said: Again you are so stuck with your thinking of what is the correct way, the correct terms that you miss OPs question.
Contrary to what you think, or what anyone thinks, there is actually a RIGHT and WRONG way to play a game. The RIGHT way is to play optimally in order to win. The WRONG way is everything else. That's not to say you can't play WRONG if you want to, you have the freedom to do this. But if you do, then you lost the right to criticize the game. Example, if you want to only move pawns in Chess until you are forced to use another piece you are objectively playing the game WRONG because that is a losing strategy. Therefore, you have no right to say that the Knight is overpowered because he can sidestep pawns where other pieces are blocked if another piece is in it's path. To do so suggests that you want the game to bend to your will, instead of the opposite where you adapt to play the game correctly. This goes for ANY game, including video games, and including DBD.
Also there can be multiple RIGHT ways to play a game, but only if those ways result in a win.
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@Cymer said:
I offered you all my answer and the truth is, not all killers play for the pip. They define their victory different.Then don't complain about the game. Unless you play for a pip you have no right to complain. I could sit here and say "well my win condition as survivor is to always escape with an item" then complain about Franklin's because it contradicts my win condition. That's literally what all of you are doing.
You need to learn that it not always matter what is the "correct" win condition.
You need to realize that we are living in a world where everyone has a different perception and define fun and victory for themselves.
If there are killers out there, who are slugging for the 4k because they want the feeling of utter annihilation of their opponent or to maximize their BP, you have no right to tell them how they define their own fun nor tell them how they should play.Doesn't change that pip is a win condition as defined by the game. If you want to have fun doing something else don't complain when things don't go your way BECAUSE IT IS NOT SUPPOSED TO.
Please stop discussing about the definitions of terms like wincondition or power role ect.
Terms matter because they imply something about the game. Calling something a POWER ROLE is different than calling it THE AGGRESSOR ROLE. They have different connotations. Win condition matters, and pip is what the game considers a win. If you want to play some other way to have fun, I'm not saying don't. I'm just saying that you have no right to complain because the game isn't meant for you to 4k/escape every game. You have to accept you won't meet your very high standard of what's a win, and because you don't play according to the game's win condition you get match with like minded players, players that bring OP stuff and are out to beat your win condition (and with their own win conditions that are not a pip).
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@Rex_Huin said:
- The killer can set the totem at any point in the match at a location of his choosing. It only starts working once set.
This would be the best option, let killers place their own totems. "But I don't have time to do that" says the killer, so it should be super fast and simple. SOmething like press the "drop" button (for Xbox it's B button) when NOT carrying a survivor to place the Hex on the closest totem, then it goes in order of your perks clockwise starting with the top one. And since it's the closest one you can just see a totem get near it and place it quickly. Or you can just press B and set it to a totem near where you spawn. And then for NOED, you have to place it first but can just press the button and even if it's 1 totem across the map it still sets it so you don't waste time.
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@Cymer said:
Rank is meaningless, not entirely correct, ranking up is disadvantageous. You get longer queue times, more unfun matchups, less killer variey ect.Because both killer and survivors in your rank are playing for kills/escapes and not the pip. PIP IS THE WIN CONDITION AS DEFINIED BY THE GAME. Any other "win condition" is purely imaginary and of your own accord.
If you are lower rank killer you aren't playing for pips, and therefore you run into survivors that aren't playing for pips. If neither side is playing for pips, then they have to be playing for kills/escapes. If they are playing for kills/escapes the game will be less fun for the other side because they will just use a lot of OP stuff and lame tactics to get what they want. Even though it's not actually a win.
When you get players that play for pips (high ranks) then you see less OP stuff and fewer lame tactics because kills/escapes are not as important. It's actually way more fun, and if more people realized this there would be more players at high ranks and thus shorter queue times. But we have a whole group of killers and survivors that have this almost antiquated perception about what constitutes a win in DBD.
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@Cymer said:
There is an entire thread from AlwaysInAGoodShape where he shows how important a good start is.
How crucial the first hook is and how much DS can cost you the momentum, especially on non obsessions.I'm not denying a good start can win you the game. My point is that you can gain momentum at any point in the game, and that you can hold onto that momentum a lot easier as the game progresses because it's easier to protect 4 gens than it is to protect 7, as long as they are close enough together. Which is why I bring up the point about super gen rush the moment Ruin goes down. If it's 5 gens, and you have a lot of momentum, survivors will go the extra mile to shift momentum back to their side, which is why you see gens pop super fast after Ruin is out. A weaker start gives survivors a feeling of security in that they don't need to play harder to get ahead or stay ahead, giving you an opportunity to pull the rug out from under them. Granted it's harder to get that momentum going, but if you do mid-game or even late-game it can be a lot harder for survivors to recover.
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What's this word "fun" supposed to mean? It's not in my DBD dictionary.
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@HavelmomDaS1 said:
And again, the most important thing as killer is to have a really good start which means hooking someone fast to start the momentum. Ruin is the only tool you have to help your first pressureless and momentumless minute to slow the game down.
If your start is good, the match will probably end good. If it's #########, you will end up losing (obviously it's not always like this, but most of the time).
Idk how sloppy and Thana will help you out in a situation when 3 gens got done and you just got your first hook. It's usually over, u won't win that anymore unless you are nurse/Billy and the survivors messed up (greedy unhooks, 3-genned themselves etc).
Ruin prevents that, you usually get your first hook and 1-2 gens got done at best, sometimes not a single one. But it depends on the survivors, if everyone is like Marth88 depip squad and they hit great skillchecks all time it's going to hardcore. But this happens really really rarely that every single survivors is that goodMomentum can shift at any point in the match though. To say it MUST happen at the start is false. A lot of times if survivors don't feel pressured to do gens, they just naturally slow down and take their time.
IDK if you ever noticed this, but sometimes I will see Ruin go down with 5 gens, then literally 3 gens pop in the next minute and the last 2 pop the next minute. This is because survivors are trying to play catch up to the killer (who has a few hooks by this point) and then overshoot their mark. I've been survivor in those game and it just goes from 0 to 100 like BOOM. In contrast if they do 2 gens before you get a hook, survivors will be more likely to waste time attempting a save because they feel like they have a lead already. I've managed to stop MANY games at 3 or 2 gens left just because survivors gain a false sense of confidence they are doing well. Furthermore, Thana has a bit of a psychological effect on survivors to be more altruistic, so they are even MORE likely to make saves/heals over gens just to get rid of it. But if you play it right, you have them fall into a never ending cycle of saving/healing until it gets to the point they are now behind. So they try to gen rush, but Thana slows them down because they opt to not heal and focus on gens (due to Sloppy).
Like Ruin can help you get that early lead, but then what about when a survivor spawns on it? It's gone almost immediately and you still don't have a hook now your early game asset is gone. It's more of a gamble. Like I said, the Thana/Sloppy combo is a harder tactic than Ruin, but once you get that momentum going you can do some real damage. This is besides the fact that Thana WILL slow them down, even it's just by a little bit, where Ruin only most likely will slow them down if they get a lot of skill checks and can't hit greats.
The games where I got a safety pip using the combo were mostly due to me being unable to find survivors fast enough to maintain pressure. Fog, corn, very large maps, super immersed Clauds. Would Ruin have made a bigger difference? Probably, but there is also a chance it could have not helped too. If I was able to just find them faster I could get hits and apply my pressure and I would have been just fine.
Case and point, I had 1 game with 4 toolboxes. I decided to take my combo off and put on Ruin instead of Thana. Needless to say they basically spawned on Ruin and it was gone in 30 seconds. I did get a hook just after it went down, but the rest of the game was a REAL struggle because I had nothing to slow the game except Sloppy. If I had Thana instead of Ruin I wouldn't have had to focus so hard on protecting gens. Lucky for me they did 2 gens quickly and I saw they left 3 close together, so I protected the crap out of those gens. I managed to actually get a 4k, they got to gates but never got them open, and it was probably one of the hardest games I ever had where I ended up winning. But the whole time I'm playing I'm just thinking to myself "if I took Thana instead of Ruin I would be able to finish this chase right now because everyone is injured and I would have time". Sure they still would have gotten those 2 gens quick, but I would have been able to shift momentum a lot easier mid-game.
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@TrAiNwReCk said:
My biggest Killer add-on complaint is since most killers need their add-on's, why . . WHY . . . WHY should killers have negative affects on any of their add-on's?Because being able to instantly kill a survivor without having to hit them, let alone hook, is VERY powerful and needs some drawbacks to make it at least somewhat reasonable to play against.
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@Dr_Trauts said:
Putting aside the technical terminology of power or agressor or defender as you put it (we both know what we're on about at the end of the day, despite the lack of agreement in term which can be used for a latter diccusion if needed).The technical terms means a lot, because when you say "power role" you imply that killer is meant to have some sort of control over survivors. When someone else hears that term, they think that, which may not be your intent. It's like if I were to called someone like Donald Trump an IDIOT, when I really mean UNQUALIFIED. They carry much different ideas and people take them in a much different manner. (To be clear, he is unqualified, but not an idiot, IMO because he lacks the political experience to do the job properly NOT the intelligence to do the job. There is a huge difference. But I digress, I'm not about to get into politics just making a point about why precise terms are important).
The original origin of the discussion revolving around the hatch, you stated that "your asking that the killer be given something they didn't earn". Well, if the group of survivors are not able to complete all 5 generators then a hatch is opened for the last survivor correct? where-as if all 5 generators are completed for the survivors the killer is given nothing in return. In both examples the respected side were not able to completely finish their overall objectives, but it is only the survivor that still has the POSSIBILITY of success, and whilst you can say "but the killer can still kill at the end of the game", the survivors can still technically do generators. The survivor is given the advantage in these bad situations so instead of the game getting progressively harder (as should be the case) the game instead gets easier as there is a free escape available of no opening timings or skill required.
But the survivors DID earn it. They did at least 2 gens, which earns the GROUP the opportunity for at least 1 to escape. The more gens they do, the more they increase the chance for everyone to escape. Just like as killer, the more you kill the more you increase the chance you will kill another because their objectives are now harder to do. This is where the "anit-hatch" side's logic keeps failing. You keep saying "survivors didn't earn the escape" but fail to acknowledge that they don't ALL get to escape. Only 1 gets the CHANCE to do it. Doing all gens gives all of them that same chance.
And whilst you say killers have free reign over the map, they still have to hit survivors twice in order to down them with the same movement speed they keep from the rest of the match. The reason i say the hatch is unfair is also because if the killer finds it first, he cant do anything. he cant close it, he cant do anything but leave it and look for the survivor (which is risky as the survivor could easily walk by and jump in) or camp it and hope either the survivor doesnt complete the remaining generators and escape through the exit gates or hope that he doesnt lose the hatch standoff when the survivor eventually does find the hatch. These are the basic reasons why the whole endgame is entirely in the survivors favour as no perk or set of offerings is needed for the hatch to exist, whilst NOED sacrifices a much needed perk slot for the killer (and can be easily countered).
Which is why you shouldn't just camp the hatch if you actually want to catch the last survivor. Every time I have ever done that, the last survivor would legit get away because they just need to get close enough now I can't really stop them. The times where I did catch the last survivor before they hatch it was because I left the hatch and found them clear across the map.
Also if you ever played survivor against any sort of competent killer, you're not going to finish 3 gens. You will be lucky if you finish 1. You are better off doing something to bait the killer away from the hatch. And while I've personally managed to do 3 gens by myself when everyone was dead, every single time it was because the killer just stood on the hatch the whole time and made it impossible to use, thus forcing me to do gens if I want to escape (or go for a hatch standoff which is just a game of "who is more stubborn" that I never want to play). If they ever left the hatch and caught me on the gen, I was dead, unless I managed to outplay them and reach the hatch.
Like I said there should be something in place to prevent a hatch STANDOFF. And I agree that end game needs some tweaks because unless you have end game perks it's pretty much a GG for killer if 3 or 4 survivors are left. However it doesn't mean that hatch should be removed or changed to make it a super easy 4k for killers than only really got a 3k. That's is ultimately what this thread is about; salty killers asking for a 4k. Most of them don't care about balance, they just want the hatch gone or want some super OP thing they can do to remove hatch as an option (eg. closing hatch). That's not a good solution. A good solution would keep the hatch mechanic but solve the standoff issues such that games don't just devolve into a staring contest.
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This is a psychological thing called the Tetris Effect. It can happen with any game if you play it A LOT. It's named as such because it was first studied for the game Tetris where people would play the game for long periods of time then have dreams where they were playing the game.
And yes I have had dreams about the game. Usually I'm a killer, but I'm not playing the game as much as I am IN the game. Like I am physically the actual killer and I have to chase survivors and such. I have very vivid dreams often, and it's been a while since I had a DBD dream so I couldn't give you details, but that's what often happens when I do. I've had game dreams before for Gears of War, among other games.
@AshleyWB said:
I always forget my dreams but I promise to tell you them if I remember.Keep a 'dream journal'. Dreams are easier to remember when you wake up. Within something like 10 minutes of waking you already forgot like 95% of the dream (I forget the exact numbers). Keep a notebook by your bed and when you wake up write down everything you remember about the dream. After a while you will be able to remember more of your dream for a longer period after waking. And eventually you will be able to lucid dream more easily, which is where you realize you're dreaming and are able to control the dream.
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@PhantomMask20763 said:
I think it's good enough alreadyFirst and only time in my life I wish I was Dwight.
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@NuclearBurrito2 said:
We have been over this.Also even if I agreed with you (I don't) then I would still want to 4k because I don't see if I have pipped or not until after the game ends. So I can't make ingame decisions based on it
If only 2 gens have been done that a guaranteed silver in Gatekeeper. If the game lasted anything over 5 minutes that's going to bump it up to at least gold. That's 3 points toward a pip.
3 kills = 6 points in Devout, a guaranteed gold. Another 3 points.
If you got 3 kills then you got 2 hits one every survivor and 3 hook stages. That's 8 Malicious points per survivor if everyone gets 1 hooked. At 3 survivors that's 24 Malicious which is silver.
We are now sitting at 8 points towards a pip. That leaves Chaser, where we only need a bronze (at most silver), and considering that you caught at least 3 survivors chances are VERY HIGH that you got at least bronze in this category, if not silver or gold.
So barring some super extreme circumstances (eg. Tombstone Myers) you are guaranteed to pip even if you let the last survivor hatch and you never caught them. You will definitely never depip in this situation. If you are in any way a good killer that got multiple hooks and won multiple chases, you will pip. It doesn't take a rocket scientist to realize this during the game.
You can totally make in-game decisions if you understand how emblems work. Here take a read... https://deadbydaylight.gamepedia.com/Emblems
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I only have my Spirit p3'd and IMO it's worth it. She looks so badass sexy covered in blood. I haven't noticed much of a difference in the blood web. It feels like I'm getting maybe 1 more purple per web on average but that's about it.
As far as being embarrassed, I feel like you shouldn't worry about that. Everyone has a bad game here and there. As long as you make the survivors work for the escape then they won't look at you like a boosted killer.
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@HavelmomDaS1 said:
I disagree. Sloppy is only useful if you can injure everyone at the beginning. And that's very unlikely unless you are Legion. And since the "No heal genrush meta" is becoming more and more popular, it's just a waterdrop on a hot plate to have the effect of Thana.
Ruin is the best you can have. It all depends on the start. If ruin gets destroyed after 1 minute it already made a pretty good job because u slowed the start down, exactly the time you need to hook the first survivor start pressuring with that momentum.Sloppy or Thana by itself isn't going to do much, but together they can slow the game down quite a bit. The "no heal gen rush meta" is WAY less effective when you have 4 players injured. At 1, yea Thana does almost nothing. At 2 it starts to show and forces survivors to at least team up on gens (giving you a greater chance to injure multiple survivors) At 3 it forces them to heal (which Sloppy punishes), and at 4 the game just grinds to a halt. You can easily get them all injured if you play it right, which means abandoning a chase if you see a chance to get a hit on someone else. This is where most killers fail with Thana, they don't prioritize hitting survivors over chasing the one that's already injured. Plus Thana makes slugging that much more effective as slowing the game. And unlike Ruin, it can't be take away from you EXCEPT by healing, which again Sloppy punishes and makes them waste time (either by spending ages to SC or grouping up, either way less survivors on gens).
Ruin can potentially be very effective at slowing the game, but if you have survivors that hit great skill checks or know where the totem is, it's not going to help that much. While Ruin can stall the early parts of the game better than Sloppy/Thana combo, it won't help mid-game or late game where the combo can REALLY hurt survivors. I run this combo on both my Spirit and my Trapper, and I just got to rank 1 with Spirit last night using Sloppy/Thana/MYC/BBQ. I did not depip a single game. I had 2 or 3 safety pips where 3 of them got away, BUT because of the combo I was able to stall mid and late game enough to get silver/gold Gatekeeper and prevent a depip. Every other game was a double pip, or near double pip with a 4k (though I give hatch often, I would still catch the last guy then drop them on hatch so it's a technical 4k). Some games I even got to last long enough that I would still pip even if 3 escaped. Most games yea, 1 or 2 gens pop in the first chase. But once I get a hook and hit a second survivor things really slow down. And once MYC procs if I hit that person then the game just stops dead until survivors can save each other and heal. Makes them waste a lot of time, time you can use to hunt them down.
I encourage you to try it a few times. Ignore the first gen or 2 that pops, it will happen don't get flustered, just be sure to injure as many of survivors as you can if the opportunity presents itself. It's harder, which I admitted before Ruin is the easiest option of all the gen slowing strats, but it is IMO more effective because it lasts all game. If survivors end up leaving 3 or 4 gens close enough then you can really punish them with this combo, where you don't have that option with Ruin unless the gens are all near Ruin (and even then good survivors can still just hit great skill checks to negate Ruin).
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@Dr_Trauts said:
Im sure that makes you a big noise where from your from. But putting any diplomas or certificates aside, im not saying killer should be more powerful than survivors OVERALL, im saying that killer should be more powerful than a survivor 1v1.See but the killer doesn't have power over the survivor, even in a 1v1. They have an ADVANTAGE but having an advantage is not the same has having power over them. A good survivor can still outplay you can get away from a chase and such. Killer has the advantage here because the chase is fruitless since no objectives are being done. You want to make it like the killer has control over survivors, A POWER ROLE, when they don't. Again they are the AGGRESSOR, acting on the survivors and it's up to the survivor, the DEFENDER, to react to the killer accordingly to win.
@Dr_Trauts said:
This is exactly what im on about, the example that you gave where the killer has no power needs to be changes so they HAVE power. It's ridiculous that 1 survivor can easily escape the killer due to ridiculous game mechanics rewarding a survivors inability to finish all 5 gens. And im not saying that the survivor should have no alternate way out, because that wouldnt be fair either. All i was suggesting was a different endgame than the "hatch stand-off" that almost always ends in the survivors favour.If survivors finish all 5 gens then they all have a chance to escape. If they only finish 2 gens, then only 1 has a chance to escape. Killer shouldn't be given POWER (control) over survivors just because they failed to do all their objectives. Again it's an ADVANTAGE, because if the game comes down to 2 survivors with 3 gens left, killer is in the better position and is more likely to win (the outcome when one player has an advantage over another). You're asking that the killer be given something they didn't earn. If you didn't catch the 4th survivor and they escape, you didn't earn it. Period. I've had plenty of survivors elude me all game, yet I bodied the group and only 2 gens got done. You're telling me killer should be given CONTROL over this player? No, they are given an advantage over them but that doesn't guarantee anything. Just increases the chance you will win the 1v1. Just like in Halo, if you pick up RL I can still outplay you and win a duel, it will just be significantly harder for me because you have a giant exploding insta-kill advantage on your shoulder.
Also while I agree hatch standoff (as in both players just standing on/near the hatch waiting for the other to move) is dumb and needs a fix, the hatch itself does not in any way favor the survivor. If anything it favors killer, because they have free reign of the map and have faster movement therefore they are more likely to find it first, an ADVANTAGE in a 2 gen situation where the hatch doesn't even spawn until there is just 1 survivor.
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@NuclearBurrito2 said:
Any solution that invovles willingly losing isn't one.Except the killer has already won because they pipped, likely even double pipped. A 4k is not what defines a win in this game, it's only a win based on your arbitrary rules. Survivor on the other hand does risk "losing" by jumping into the hatch to get grabbed because they can lose their pip for that. This is almost NEVER the situation for the killer, unless it's something like 3 survivors escaped already and the last one is just greedy for hatch.
I freely give hatch in a ton of my games (and some games people get it legit) I still "won" because I got a 3k and pipped/double pipped.
Like I said in the other thread, if you gave up this idea that "4k = only win condition" then you would probably get a lot more enjoyment and a lot less frustration out of playing killer.
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@Pizzaman said:
Passive Phasing, the missing window vaulting animation and the non-existing phasing sound inside the spirits terror radius (as well as the non-directional phasing sound) do not involve any real mindgames.These are builtin mechanics and they do not involve skill (I have more respect for a skilled Nurse or Hillbilly moonwalking a Jungle Gym than a Spirit). And getting a hit because of them is more like winning a coin toss.
You did not mindgame somebody if you won a coin toss. Only thing is, you can keep repeating to "toss the coin" many many more times, and at some point you will also get a 2nd hit on the survivor. Again, not much skill or mindgames involved here.
So, you can keep tossing your coin and say that it's "Mindgames", but it's not Mindgames. So please stop overusing the term "Mindgame" for everything and everyone.
As someone that now OFFICIALLY mains the Spirit ( https://xboxclips.com/thesuicidefox/58cb8904-31bb-4b49-893a-e82bdb858cf5 this is how most of my games end) I can tell you it's not a coin toss. You have to predict what a survivor will do and pay attention to even the SLIGHTEST hint of what a survivor is doing (groaning/breathing sounds, scratch marks, moving grass, crows, etc.). Passive phasing add-ons make it harder to counter a Spirit's predictions because it's harder to tell what she is doing, but it doesn't just give her free hits.
You can guess but if you're just guessing all the time trust me you won't catch a survivor that quickly, and you will probably never catch a GOOD survivor. It's mostly prediction skills. Good survivors are super squirrelly, messing up your predictions and thus are much harder to catch. IW is also a hard counter to her, with LW and QQ being soft counters.
As far as if she is better than Nurse, no I don't agree. Nurse can teleport through walls, nothing else even comes close. Spirit still has to deal with strong loops and is limited more in her mobility options. I will say it's probably easier to be a good Nurse than it is to be a good Spirit, because Nurse is mostly mechanical skill whereas Spirit is almost all mental skill. It's a lot easier to learn a mechanical skill and do basic predictions than it is to do very extreme, almost telepathic, predictions.
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@Tzeentchling9 said:
thesuicidefox said:It's a catch 22. If you check it and a survivor is watching now they know where your totem is. If you don't check it then there is a high chance someone spawned near it and has already found it.
This. Damned if you do, damned if you don't. And there really is no alternative to ruin.
I disagree with the last part. Thanatophobia + Sloppy can do as much, if not more, to slow the game as Ruin, the catch is that you need to injure multiple survivors. If you can though the game almost stops in it's tracks. Sloppy punishes survs for healing, and Thana punishes them for not healing, so either way they are losing time. Dying Light can also be quite effective at slowing/stopping the game, with the catch you need to find and kill the obsession quickly. Yes these have drawbacks, but so does Ruin in the fact it can be destroyed quickly and you are basically 1 perk short now. I will agree that Ruin is the easier option here, but I don't think it's the only one nor the most effective. Gen Crusher (Surv/Discord/OC/PGTW) is IMO the most effective anti-gen build, but it has the downsides that 1) you need 4 perks to make it work and 2) you have to prioritize kicking gens over chases, which is something a lot of killer players don't have the discipline to do.
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It's a catch 22. If you check it and a survivor is watching now they know where your totem is. If you don't check it then there is a high chance someone spawned near it and has already found it.
The only time killers don't bother to check (usually) are on Lerys or Game because they have good totem spots.
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@Cymer said:
I am sorry that you refuse to understand and just repeating yourself.
Dead by Daylight is an asymmetrical game.
4 survivors vs 1 killer.
There is a power disbalance between 1 survivor and 1 killer. In the spirit of the game 1v1 the killer should always win and the survivors have to work together to overcome the greater thread.
Because in theory the killer should overpower a single survivor in a 1v1 scenario he holds the so called power role.You keep repeating the same INCORRECT interpretation of a power role. Yes, killers have the advantage in a 1v1 but that does not make it a POWER ROLE. And in some cases, it's actually the survivor that has an advantage. Case and point, 1 survivor left but all gens are done. Survivor is almost guaranteed to escape because the killer can't possibly watch the hatch AND both gates, barring some kind of blessed RNG that puts them all close together. In this case killers have NO POWER over the survivors. If there are cases where a killer has no power over a survivor, then clearly they can't be a POWER ROLE.
Power role is something you see in a Sims game, NOT in an asymmetrical multiplayer versus game. Educate yourself on actual game design before you speak falsities. It's you guys that refuse to understand that you are just parroting words without actually knowing what they mean. You guys are equating tactical advantages to being a power role, yet such things exist in EVERY multiplayer versus game. If you pick up RL in Halo, the most powerful and game changing weapon, are you now a power role? NO! You just have a tactical advantage over your opponent. Nothing more.
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Is it bad I read the title as Austin Power's Goldmember?

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Freddy: Myers/Spirit and Nurse.
Dying Light is probably at it's strongest on Freddy since he has the best tools to hunt down the obsession fast (Black Box, Class Photo) and combined with his power makes it impossible to do gens. STBFL is also great on him like all m1 killers. And PWYF is actually not bad for him since he can easily lose a chase on the obsession then reacquire it quickly because of his aura reading. Factor in Remember Me and it means all the obsession perks are all good for him. Rancor too since he is immune to its only drawback if the obsession is awake and it combos perfectly with RM or STBFL.
Nurse's Calling is amazing for him, IMO one of his best perks, because the range at tier 3 is 28m, 4m greater than his lullaby. It means that you can see them before they know you see them. Also the fact people like to heal in his TR to wake up means you now have aura reading inside his TR. Thanatophobia is also a really good perk for him because it synergizes well with his power a lot like Dying Light.