ukenicky
ukenicky
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Solution: Survivors just shouldn't play until this gets fixed. That's what I'm doing at least.
I have genuinely no desire to play the game when it's broken for one side. BHVR needs to start learning from these little episodes because it's starting to be a rather frequent thing.
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I think pallets are fine for the most part except for the worked The Game.
Pallets are one of survivors only options outside solid looping structures which they can't always get to in time OR can be mind gamed and downed fast by a good killer.
Pallets are important bcuz it's a mechanic most killers are forced to respect however I do agree with you that pallets need to be spaced more apart from each other. I've seen REALLY weird pallet generation where 2 or even 3 amazingly safe pallets spawn chained together practically on the MacMillan estate maps and it's totally not right. If their generation is in fact messed up on certain maps hopefully they fix that and make excess pallets like that go to would be dead zones. I can think of certain maps too that have major dead zone problems like the reworked Azarovs where even just one, unsafe pallet in the dead zones would be better than absolutely nothing like come on BHVR they need to get this fixed and under control for both sides.
I don't like the idea of killer sided or survivor sided maps. In a perfect world every map would be even but I know that won't happen lol
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I'm kind of surprised at all the people defending noed like I know y'all are so quick to say DS is a crutch and that second chance survivor perks are bs and need to be toned down.
Noed is literally a second chance for killers to insta down people in the end game and in most cases secure at least one kill. Against uncoordinated groups or solo queue what are they supposed to do? Lol
I hope one day it gets reworked in such a way that it's still powerful and unique but not so unfair. I personally feel bad using it as killer and wish it functioned differently so I could use it and not feel bad about it lol
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I mean, it's not really a great game because of the insane amount of toxicity in the community on both sides.
I can understand why people DC I just don't understand why they don't go play something else.
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And yet they don't disable the swamp maps which have numerous areas killers and survivors can't fit through as well as bugged gens that only one survivor can work on despite having 3 sides open.
BHVR literally makes no sense at all
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Bro it's not that deep, the killer is just another player like you and I. That being said I expect them and survivors to not be malicious and or toxic to each other. I don't believe in "Survivors rule book" or whatever it is they call it but camping, tunneling and slugging do put people off. The same can be said about farming your teammates as survivor, gen rushing and tea bagging/disrespecting a killer.
Now I know people say that camping, tunneling and slugging are valid strategies and I get that and agree it's just when killers take them to the extreme that it becomes toxic behavior, eg. slugging all 4 survivors and forcing bleed out timers (Why?), tunneling one person out that did nothing wrong and hitting them continually on the hook and being toxic in egc or camping someone to literal death.
I don't mind if killers employ some of these tactics to lesser degrees but I and others are allowed to be perturbed if a killer really goes overboard with it lol same can go for survivor sided things.
But anyways my stance is we're all people playing this game together and we should all be more respectful instead of perpetuating the cycle of hate but that's just my 2 cents. Not a fan of killers who are out to ruin a gaming experience for others and the same goes for survivors who bully killers yall need to stop it.
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Ngl that looks so unfun lol
It would be cool to team up with another killer since that role gets lonely at times but idk.. Otherwise it seems like it wouldn't be that enjoyable in literally every other aspect and 2 killers would be kinda broken
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I think this is a pretty neat idea.
Alternatively I think it would be cool if hex totems didn't activate until like 5-10 seconds in because if someone spawns on a totem they just cleanse it, ESPECIALLY if it's a lit totem.
Idk. I want something to be done about the whole survivor spawning in literally on top of your hex totem thing.
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@shane32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1939202#Comment_1939202
Would be nice to have a side objective that didnt take two seconds.
But they don't. It takes 14 seconds to cleanse a totem and if the Survivor is interrupted progress goes back to 0.
Furthermore one could run Thrill of the Hunt to slow it down even more and be notified when someone starts cleansing it.
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If a hex isn't downright broken and able to be maintained throughout the match like with old undying then killers are pretty quick to just label hexes as trash.
Hexes, for the most part, are meant to be high risk high reward with the exception of some which are unique (eg. Undying and Retribution) or others which are genuinely trash like Blood Favor.
If you don't like the high risk high reward play style then go use different perks instead of complaining about wanting survivors to do side objectives and then complain when they do bones and dispel hexes lol
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I hope they rework a lot of things about him and the way his mechanics work. Constantly falling asleep is just oppressive. After a while it's not even worthwhile to wake up anymore. That's bs
I don't really have much sympathy for Freddy though so I don't care if they end up going too heavy handed on him lol
He's an extremely easy to play, oppressive killer and I don't like it
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It's one thing if a killer genuinely can't find you to hook you and you bleed out like that but yeah this kind of behavior is gross and sadly not reportable.
Slugging is fine until a killer forces you to bleed out then it's just wasting everyone's time for no reason.
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It needs a cool-down reduction. Nothing more nothing less.
From there, base regression speed should be buffed by a certain amount (Nothing crazy) so that kicking gens is more worthwhile.
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Can't you grab survivors when they're jumping into hatch or did they remove that? I vaguely recall seeing that happen.
Regardless I don't buy this argument that the hatch is survivor favored during end game. Yes there's something of a vacuum effect but I'm sorry you're exaggerating it by meters. Survivors have to get fairly close to it before they can use it and there's plenty of rng in who finds it first. As I've already stated, moving faster than survivors do is a rather generous advantage in terms of scouting for hatch.
And again is it really so bad if a survivor escapes through it at the end like a 3 kill 1 hatch escape is a win in my book lol.
What ideas are there instead for end game sole survivor I don't really see anyone giving any
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Personally my biggest gripe is how premonition pales in comparison to spine chill.
I wouldn't mind a nerf to spine chill's detection range and a buff to premonition in the form of it revealing the killers aura to you for a brief second (Think like alert).
If you want people to stop using spine chill you need to buff its alternative somehow bcuz currently there's literally no reason whatsoever to EVER run spine chill over premonition it's sad but true.
This goes for so many perks too, if weaker perks were made better on both sides people might gravitate away from "meta" perks that are unfun and try different things.
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I doubt the hatch is ever going to be removed. They say the key rework is in the works right now. Hopefully that will address the issue of keys making hatch a broken mechanic but otherwise hatch is a perfectly acceptable mechanic for the final survivor. It's pretty 50/50 since where it spawns is complete RNG.
From my experiences it almost always spawns right next to the killer so say what you will but I think the hatch's RNG factor makes it fair. Not to mention (Most) killers are faster than the survivor or have mobility actions that can help them search hatch faster than a survivor can.
If exit gates are close together, hatch is probably the only option for the sole survivor and I don't see how this is a problem other than killers being sweaty and getting overly upset over the sole survivor getting a hatch escape to which all I have to say is it's not that deep.
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Either gen completion speed gets nerfed somehow by increasing the charges required to repair or the base regression speed gets nerfed but BHVR has to be careful in how they handle either one.
Making gens slower to repair makes current slowdown addons and perks even stronger which could become a big problem.
Making gens regress more is more punishing overall imo if killers maintain good pressure. I don't really think this would be a problem though and would be the healthier choice of the two.
Idk, but definitely not both unless both were implemented at very minimal values. I know killers want gens slowed down in some way shape or form but it's something that needs to be handled carefully because it could go bad real fast if they tip the values too much.
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Plague desperately needs fixing up with how her bloodpoint system works and vile/corrupt purge with dedicated servers.
She's a mess to play rn. Honestly if they just fix her bugs I think she'd be OK. Obviously I wish her pools of devotion wouldn't spawn on the outermost edges of the map like, all the time but I guess that might be "too much" for BHVR to change (Though it would be the only "buff" I think she'd ever need).
Otherwise nerf Freddy which hopefully is coming soon. This killer has way too much going for him and you hardly have to put in any effort like #########?
Spirit needs add ons looked at, she's broken as is but with many of her add ons she just becomes beyond broken. There are certain add ons I think weren't even meant to be the way that they are but idk BHVR questionable at times so maybe they really did mean for them to be that way.
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@Kebek said:
Even when met with healthy changes that don't gut a perk, still so many people just bargain to get something more, some compensation for a nerf to lose a bit but gain more.
This seems to happen with survivor perks more then it tends to happen with killer's. Last time when simmiliar change to a meta perk happened to pop, nerfing the duration so that cases when pop was used to down survivors in a window of it's duration to stack pop uses.
There was almost the same amout of people calling pop dead but at least there wasn't as much nerf haggling as it is now with DS. Like "make pop remove 40% of progress when it's shorter duration" etc.
I really hope devs won't cave in before the changes even come and adding buffs to it under the pressure, next to the nerfs. I'm for buffing DS if it proves too weak but right now we don't know. People said ruin was dead when it got reworked, saying its changes nerfed it too much and it was just fine, I foresee the same with these DS nerfs.
DS and Undying are fine after their nerfs. They were both unfair and oppressive and now they make sense.
Both sides could do with weaker, niche perks being buffed so as to encourage perk diversity.
Stop it with this "one side is always more triggered than the other lul" rhetoric bcuz it's not true on a large generalization scale. Obviously a lot of killers were upset about Undying nerfs because they enjoyed free value from Ruin Undying and obviously a lot of survivors are upset now at DS nerf because it won't be 60 seconds of free value anymore either but there's plenty of people on both sides and those who play both who are fine and will adapt and aren't crying about every little thing.
All the oppressive things are being looked at. Hopefully Freddy and key changes can't come fast enough after all this.
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@Yords said:
Ok, sure the killer can still slug you to avoid it, but would you rather be hooked or slugged and picked up? Being slugged means that your team can come and pick you up and the new DS will still allow you to avoid a hook state even if you are slugged.
Currently, DS allows you to have the protection of it even if you aren't being tunneled and while you work on objectives (generators and healing). Tell me, how you are being tunneled if you are working on a generator or healing?
The new DS will still keep the anti-tunnel part. ⁱᵗ ᵃˡˢᵒ ˢʰᵒʷˢ ᵘˢ ʰᵒʷ ᵐᵃⁿʸ ᵖᵉᵒᵖˡᵉ ᵈᵒⁿ'ᵗ ᵉᵛᵉⁿ ᵏⁿᵒʷ ʷʰᵃᵗ ᵗᵘⁿⁿᵉˡⁱⁿᵍ ᵃᶜᵗᵘᵃˡˡʸ ⁱˢ ᵇᵃˢᵉᵈ ᵒⁿ ˢᵒᵐᵉ ᵒᶠ ᵗʰᵉ ⁿᵉᵍᵃᵗⁱᵛᵉ ʳᵉˢᵖᵒⁿˢᵉˢ ᵗᵒ ᵗʰᵉ ⁿᵉʳᶠ *ᶜᵒᵘᵍʰ
As for jumping in a locker, I feel that this will no longer be much of a problem since if they work on a generator or heal they lose DS' protection, so it is fairer.
If you are upset with how DS was nerfed, I think it is safe to assume you probably relied on it way too much because "so many killers tunnel" right? I am being constructive here, but you don't need DS against a killer to do well against them, even if they tunnel you. If you know a killer will tunnel you the whole game, go ahead and use any resources necessary while your team does the remaining gens, and even if you die, you will still come out on top. It DOES take practice, but if you just use a perk all the time that can practically carry you and give you a second chance, how are you going to do well without it?
My problem is all the killers who want it nerfed even more until it's genuinely unusable.
You know, the ones who think the fact that it isn't deactivated on entering lockers is oppressive and unfair.
This change is good, it can't be used for free advantage but it can still function as an anti tunnel perk but goodness sake it doesn't need to be nerfed anymore than this.
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Lol if we wanna kill ourselves on hook we can it's as simple as that.
Rank is meaningless in this game for the most part and seeing as everyone is forced to have ranking there's really no getting around it but for players like me who don't care AT ALL about rank it's hard to convince us to not kill ourselves on hook at certain times when things look bad.
I'm usually not one to give up but if I'm being camped why not?
If it's a basement build killer who is waiting to kill the rest of my team with me as bait why not?
Like there's just certain situations where I'd rather hurry to the next match and I have every right to just like a killer can dc if they want. Like I'm sorry but it's already selfish that killers are concerned with survivors killing themselves on hook to deprive them of points since killers already get more bloodpoints on average and that counts as a sacrifice. If they disconnect it would hurt way worse but ok go off.
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Killers won't stop complaining about it until it's rendered 100% useless.
As you can see they want it to deactivate on interacting with lockers lol
Y'all really just want to tunnel and have DS be totally useless huh
Personally I can't wait to see if picking yourself up with Unbreakable/Soul Guard counts as healing (It should, 1 health state) and deactivates it. If so DS Unbreakable is officially.. Not a thing anymore? Which would be huge.
I'm happy with these changes but killer mains need to chill. I know you want survivors to having literally everything nerfed to the point that they have a hard time but it's getting there. Will you still complain and argue for more nerfs even once keys get reworked and all the problem perks are addressed? (Probably)
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It's not that hard to keep track of Survivor hook states. Take it from someone who keeps track of Survivor infection timers as Plague.
Idk you just get used to these things micro managing everything as a killer. It's no big deal.
They're making changes to make survivor solo queue a little less awful and I'm happy for that. Making this info available to killer feels like it would just undo some of that and encourage tunneling.
Yes tunneling is a "valid" tactic along with camping but BHVR doesn't encourage it nor should they.
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God I hope so but she seems like she's not even on their priority list.
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Don't ever trust Bill. It's kind of a meme lately how bad Bill players are.
And while this is a sweeping generalization I won't feel bad in making it lol
If you have a key and another survivor with you and you're both on the hatch just leave like why on earth wouldn't you? That's a free win and if 2+ escape through hatch it's a huge loss for the killer
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The laziness lol
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What if BT always activated but it had a lengthy cooldown?
Bam, it's suddenly much more simple and personally the effect is strong enough, imho, to warrant having a cooldown.
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I understand where you're coming from about Jane but her default outfit is her work attire. I don't know how they could have designed her differently to put more character in just from visuals alone but aside from that you can tell a little from her body language. She has a certain energy to her that other survivors don't, idk how but when I look at Jane I can tell there's something different about her, yeah maybe I can't tell right away that she's a talk show host / big name TV figure but there's definitely elements that all allude to that and the dots get connected fast once you read their backstory.
The Smash Bros example I can't take seriously at all I'm sorry but they took Bayonetta who has some of the most ridiculous god level powers and reduced her (Literally in size lol) to an ultra lightweight fragile funsy character that honestly? Looking at close details there are so many things that aren't true to her original game like at all.
And that's OK I don't expect her to have ALL of her weapons or be able to OHKO people with torture attacks but she (And all other characters added) all get affected by literally everything that would affect the base characters because it kind of has to work that way for the game as a whole?
The same goes for killers in this game. Let me just go into the pyramidhead example, pyramidhead can already completely bypass ever having to use hooks with his power which if I may add is a MASSIVE boon to him. Imagine for a moment if he could also just never have to worry about flashlights / if he had an innate light born effect? Now you have a killer that ignores all hook related perks and flashlights without even needing to bring lightborn just from the killers base kit alone. That's gross lol so some of these things are obviously for balance. And come on, Freddy is pretty good all things considered. The fact that he has SO many options imo makes it feel like they really tried their hardest to make him fit in as much as they possibly could to the point he literally has too much in his kit.
I agree Pig and Demogorgon feel weak at times but they're still unique in their own ways compared to every other killer.
Idk I'm just not feeling it. I don't defend BHVR on everything but this I have to give them the point on. I don't think there's anything too wrong with every character added thus far and there's always room for improvement and fixing with what's here currently.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1892677#Comment_1892677
The thing is while yes killers have strong perks a lot of them get get looked at. In the past year alone
Ruin: Nerfed
Undying: Slated to be nerfed
Pop: Nerfed
A lot of the survivors on here always seem to put a very heavy focus on the 1v1. "Well survivors need strong perks too, if killers can have Pop and STBFL shouldn't survivors get DS and Dead Hard?" And while that sounds good it's not looking into the bigger picture
This a 4v1 game. I'm sorry but f you really think that any killer perk is as strong as 4 of any of the bets survivor perk then i really don't think we are playing the same game,
This all be said though i am happy that a lot of the pretty weak/niche perks for survivors are getting buffed like fixated and the pebble. I'll have fun trying them out but i really don't think my killer matches will change at all.
Ruin/Undying is a very strong combo, i won't disagree. But it's not like you can't play around it. Maps, Small game, Detective's hunch, these are all direct counters to Ruin/Undying and i saw them in less that 1% of my games since Ruin/Undying meta. Instead of adapting and sacrificing one perk slot out of 16 to stop this, survivors take to the forums and complain and 4 months later slated for a nerf.
It's because 2nd chance perks for survivors are and will always be the best perks. The longer you can keep a killer off of you as a survivor the more time to can do gens and the easier the game is. So much so that so many survivors have the build basically permanently locked in. There were easy counters to stop this "oppressive" combo but most survivors were so unwilling to even give up one slot. Just one. Out of 16. One perk slot to get rid of two killer perks.
And after all this there are still threads about how NOED should be nerfed or how Franklins demise should be nerfed. Like i'm honestly curious what do survivors want killers to have, is it ever okay for a killer to kill a survivor in their eyes?
Yes and even after being nerfed, Ruin and Pop are still incredibly powerful. I certainly don't think they should be nerfed anymore than they already have and I honestly think Pop's nerfs are questionable but I digress.
I can't say for certain on Undying but I do feel they're over doing the nerf on it. We'll have to see how it functions with Devour Hope and possible future Hex perks in its new form before we can say too much on whether Undying has gone from great to unusable.
But yeah, I get where you're coming from. If it's any consolation I DO hope more things get looked at on survivors. I can't wait for the key rework either like that can't come soon enough and DS needs some serious looking at because in its current state it's silly.
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Most of those perks are not inherently problematic. Unbreakable is a problem because it gets paired with DS and creates a combination where the Survivor can get up either way and yeah that's not right. DS needs looking at for sure but many of the other perks listed are not even remotely on the same level of bs as DS.
Both sides deserve to have decently strong perks they just shouldn't be powerful to the point that they're broken (And yet DS has existed in its problematic state for as long as it is) and when I hear killer mains list off all these survivor perks that they think should be nerfed I have to laugh because most of them aren't broken they just help counter slugging, camping and tunneling. Oh and then there's the group who thinks exhaustion perks should be nerfed to the point that they're unusable which I don't understand or agree with. Bottom line: survivors have some strong perks that they can work towards collecting and using and imho they're not broken except for DS. Unbreakable could maybe use a small nerf but I'll leave that up to BHVR
Killers have strong perks as well and nobody ever talks about them. I'm sure I'll be told how wrong I am but whatever, here's some incredibly strong killer perks (Imo) that I think are great and don't need nerfed either:
Pop Goes the Weasel
Even with its nerf it's still amazing this perk is nuts
Infectious Fright
Insane snowball perk that is just devastating on certain killers
Save the Best for Last
Literally every M1 killer can benefit from this and it gives you a growing advantage
Corrupt Intervention
Great for setup killers but if you know how to capitalize on its effects you can potentially seize control of the match with early downs; survivors literally go right to the gens that aren't blocked which makes it easy to find them
And I think there's a LOT of Killer perks that could use some buffing or reworking to be better because they're borderline unusable and niche.
Tldr: I'd rather more weak perks get buffed or reworked so that they're more usable on both sides and problem perks be toned down or reworked so they're not silly
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You're welcome I came up with it myself
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Rancor + Obsession perks, eg. Save the Best for Last, Play With Your Food and whatever else in the last slot.
Basically you are always ignoring the Obsession if you happen to find them then, at the end of the game you mori them with Rancor even though they haven't even been hit once.
It's really gross lol
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If you have them use them lol
There is nothing wrong with second chances when killers can slug, camp and tunnel. Everyone can use whatever they want to win if it's in the game and allowed to be used.
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1. Freddy
Just depressing to go against. Can't wait for him to get nerfed. This killer does too much and counters too many things that should counter camping. It really makes for unfun matches.
2. Doctor
Just annoying. The chase music and loud noises from going mad make me go mad irl over the course of the match lol. Also it's impossible to stealth against him and if it's a really good Doctor they'll stun you before you can drop a pallet during chase. All in all he's just annoying and oppressive at worst.
3. Bubba
Camp
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I mean, NOED is problematic in its current form. I don't think it's too much to ask for a rework where it's still powerful but not stupidly so / rewarding you for doing quite literally nothing all match.
I don't even use it because of how dirty it feels to use lol I don't think it should ever be nerfed into the dirt but it would be cool if it was reworked in such a way that it wasn't toxic to use it. Kind of like how I wish keys could be used for aura reading without making killers activate their fight or flight.
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@Jarol said:
Susie... and I don't deny it.
I really like Ghostface and Frank even though idk what they look like under the mask idk I just like them bad boys.
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@kyogul said:
context: almost 800 hours in this game, rank 1 on both killer and survivor and play both often.
This is the first time I've experienced a game where you need hundreds of hours before you even enter the territory of potentially becoming mediocre, and then thousands for being eligible for even being good, and then multiply that for actually being good. And I'm more or less talking exclusively about chases here such as looping, not pretty much sitting on gens or being in a swf and escaping and thus "winning".
From my perspective at least, the average survivor is very mediocre at best, more often than not (including in red ranks) worse than that. And I think a lot of people, killer mains and veterans included, can attest to that, but I never see an actual explanation as to why. And from what I gather, the skill ceiling for being a good survivor in terms of looping seems so unrealistically high, which is why few people achieve it. A killer can be mediocre, but they have powers, game functions them out, particularly meta ones. Bloodlust, basically generally any anti-loop killer, so on. Survivors really only have their exhaustion perks and it only works once in chase, and when I play killer it tends to not really get them that far in the grand scheme of things, even Dead Hard (although it is annoying when used right).
Unlike playing killer, the practice isn't linear for survivor. There are plenty of people who only play a handful of killers, and there's no mandate to play a diversity of them. For example there are Nurse mains with thousands of hours on her, and pretty much only play her. In the games they encounter they have the linear practice of being used to how survivors play against a Nurse. The techniques and whatnot that work on other killers is irrelevant. For survivors there is no linear practice and you constantly are going back and forth between killers in a random order, and many with a totally different playstyle and you have to basically be prepared on how to skillfully play in 23 different ways, as everyone has at the very least their own powers and no two are the same. Videos on how to get better at survivor aren't really helpful in my experience either, as from what I notice it comes down to being in the right place at the right time and knowing where to go and how to basically minmax your movement and be precise. Playing killer you do have to know where to go when you mindgame, but for the most part it's just going where you see survivors and/or think they are, and not needing to position yourself. On top of this, resources have RNG on top of RNG. You have variations of a variation of a given map, making it difficult to tell precisely where things are in chase. But forget what I said about looping because of how many killers this game designs where it just deletes out the resources survivors have. Deathslinger, Pyramid head, spirit, huntress, nurse, so on. So many other killers included that have no reasonable counter on the survivor's side other than simply "don't get found"/"don't get hit" but yet these killers just remove the only two resources you had to work with to begin with. And even when there is counter it's all about being in the right place at the right time and being so precise about your movement. Personally, when I play killer, I make a lot more mistakes than when I play survivor, and it's not nearly as punishing, even in red ranks. But apparently that's just me, but playing killer and winning is 1000% so much easier than survivor in terms of mindgaming in chase. Which is why I think a mediocre killer wins more on average than a team of mediocre survivors, especially if it's a strong one like Freddy or Spirit.
The only advice I see is to "git gud" but I'm sorry I don't feel like investing thousands of hours into something that has such RNG value and that just seems so poorly designed on one end. Playing more doesn't help. Youtube videos don't help. Recording and watching your own feedback doesn't help not one bit. And it's just tiresome and boresome that this game is so demanding to even be competent at it. It makes playing survivor, particularly in solo queue, miserable, and am pretty much at the point now where I'm just don't want to play it anymore since I find killer to be boring but unfortunately my friends ask me to play this game and we have no other game in common until Back To Blood comes out so I thought I would try one last time before I just seclude myself to only playing this game with friends.
I feel this. If you're not a pro at looping and mind gaming your only real option is stealth/don't get found.
Also literally every match lately I have played with my friends, killers face camp until stage 2 then tunnel off hook so that person dies on next hook.
I know killer mains love to say "IT'S VALID" but it's also quite scummy and in doing so the killer isn't getting better at literally anything and the survivor isn't able to get better at looping. Then when they both pip down it's just like? What was the point?
I like to play both sides and I'm always trying to get better at looping as survivor and mind games as killer. I'm not sure why there's so many killers out there who just have this bitterness in them and want to deprive survivors of having any fun whatsoever?
I've gone up against rude survivors but I just shrug it off. It's rare for me to encounter rude survivors or sweat squads and yet almost every match I get killers who employ EVERY tactic imaginable to make you not be able to play the game it's silly.
But it's OK I have other games I play. I can only handle a few matches of this game with my friends and then we all want to play something else.
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@TrollToll said:
revert her to her launch status when she had smaller terror radius and endgame traps. also make brown crouch addons basekit so its more usable.
This. This this this this this.
I think Pig would benefit MASSIVELY from the reduced TR. End game traps just need to be a thing somehow anyways. I understand that they're great for slowing down the the match but it's insulting that they're completely useless after the last generator is complete with no way to trigger them.
Maybe powering the Exit Gate could activate traps?
Anyways, aside from all that I think Pig is pretty good and underrated. Maybe buff certain add ons.
I really wish they'd completely rework the skill check add ons to be something more unique but I don't think that's ever going to happen.
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@DistortedDream said:
For me, It's Pig and Blight.
Literally anyone but Freddy or Bubba
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@Yords said:
In my opinion, NOED should be changed instead of nerfed.
Right now, the perk is being mostly used as a crutch for new players. I know this for a fact because I did the same when I first started playing killer. Why would I not have run it? It gave me a chance to get some kills at the end game and as a new player, this is an absolute win for me. I eventually stopped using it and moved on to BBQ and chili a long time ago.
Almo himself said something along the lines of it being balanced as a high-risk high reward perk. He also said that it is the survivor's fault for not cleansing the dull totems the whole match.
I disagree with this statement. I do not think that a survivor team should be punished for not cleansing totems that they probably couldn't spend time finding, especially because of solo queue. Most people are solo queueing when it comes to playing survivor, how are they supposed to coordinate that? If you have one person in solo queue look for totems all game, that is one useless survivor (pretty much) and they might not even know if anyone has cleansed totems yet so they have to assume that and probably waste a lot of time. In solo queue, your best time spent is time spent on generators and healing less than experienced survivors so that everyone including yourself has a better chance of escaping.
Also, why should survivors cleanse totems for the small chance of a killer having the perk? It has been months since I have had to deal with NOED at rank 1. So should I be punished for being a good survivor all game only to get instantly downed because I didn't cleanse the totems that most likely did not matter to cleanse in the first place?
Conclusion: NOED should be changed, to what? I don't know, you guys think of something.
I think that NOED should have a different end game effect on survivors that encourages them to leave for as long as the hex is active. Just something about it needs to be changed.
My idea has always been simple:
Remove the Exposed status effect and replace it with the ability to mori Survivors.
Bam, suddenly nobody is escaping death if they get downed after the last gen is popped. This could even let you bypass late game DSes and in general would give Killers back some of their mori power.
I really want to see moris get baked into perks more now since the mori offerings are weak now.
NOED would still be powerful like this too, my proposed change keeps the speed buff. A killer just has to legitimately down a survivor after NOED activates with this and then they're rewarded with the ability to straight-up kill anyone even if they hadn't been hooked all match.
The value you get from NOED in its current state is downright unfair especially if you run NOED + Haunted Grounds. After a survivor has cleansed one of the HG they probably won't touch totems ever again for the rest of that match- then to be punished by NOED? That's just dirty.
Like I genuinely believe NOED is just dirty. And yes there are dirty Survivor things too that I think need changing but for this, about NOED like idk it's just silly.
Also I wouldn't be opposed to NOED being changed to not be a Hex perk if it lost its Exposed status effect bs and for example had my proposed idea. Maybe give NOED a pre requisite or token system like people are saying. I think there's definitely a way to make NOED more fun for everyone though. In its current state idk how u can use it and feel good about yourself because I sure can't. I'd rather work for my kills or not get them at all when I'm Killer. I don't want a perk that will reward me for losing and get clutch kills in end game.
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@TheClownIsKing said:
Because I also run Bond and Open Handed, I like to do a little “drive by” when I see another survivor do a totem, chest, or run in to unhook someone else (if I’m already close by).
Someone give this man a Nobel peace prize.
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@Nyxis_Fier said:
This game has become so crappy over the year. Playing survivor is no longer fun. Pallets don't drop when they should. Killers playing extremely toxic to where the game becomes unplayable. Survivors killing themselves fast or dcing. It's gotten hard to even pip. Even after doing totems, chests ect. I'm lucky to get a safety pip. People are leaving the game because it's so stressful to play now a days.
They are quite content to work at their own, lazy pace. Seriously, BHVR just kind of does things when they want that's how they roll and that's good for them / awesome for the people who work for them but as a result of that you need to keep your expectations of them low.
I know it's not the best advice but play something else if need be. Find friends to play DBD with. Swf or kyf is incredibly fun and a nice break from the normal tense matches.
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Jump scare builds are insanely fun to use and go up against.
There's also something oddly fun about Devour Hope getting its third stack and everyone just going mass panic mode focusing their efforts on finding the Hex Totem.
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@OldHunterLight said:
Don't complain if your queues are long, stop harassing killers is your life that bad that you need to harass people on the internet? I bet you would never say anything bad in person.
Treat killers like people instead of your play toy, they want to enjoy the game as well, just today I've had 4 death threats and that is on 5 matches that I've played.
Everyone has bad games but you making it worse for the killers will create a chain reaction.
Killer has a bad game turns into survivors harassing then killer turns around and harasses the next ones then survivors harass then killers.
Yes, let's generalize the entirety of the Survivor player base.
It's a never-ending cycle that will always persist due to toxicity from both sides. No need to make call-out posts for one side but hey whatever makes you feel better. I know it's harder to take as a Killer since it's 4v1. I get that but there are Killer players who go into matches with the goal in mind to make sure nobody has fun and that contributes to some sweat squads going out of their way to make Killers games miserable.
I don't think either side will ever truly view the other as "people" due to how this game literally alienates both sides from one another.
Survivors are prey in the eyes of Killers. Killers are supposed to catch them and kill them, showing no mercy how is a Killer supposed to view Survivor players as people lol
And Survivors are to escape from the Killer at all costs, so ofc they're going to develop a bad view of Killers over time from dying to them, especially as a result of tunneling or camping
I really wish BHVR would do something to help soften this alienation between the two roles, maybe something like multiple chat channels in the pre game lobby so if Survivors/Killer wanted to interact with one another before the match they could but it would be totally optional, kind of like team chat / public chat in Overwatch. Idk you'll probably laugh at the idea but I feel like even being able to just give warm wishes before the match starts with a glhf or something would make people step back and realize what you're trying to say, that this is a game at the end of the day and we're all humans playing it against each other and it's not so serious.
But idk, it's a horror game at its core so it will always have this sort of issue I think.
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Franklin's isn't really effective anyways. Once Survivors know you have it they'll set their items down in a safe spot so that the item doesn't disappear from being knocked off.
Especially with Keys which is one of the primary reasons people will run Franklin's. Though I have seen it run when there's lots of Toolboxes as well. I think the main issue with FD is that it isn't as effective on some killers compared to others. For example Hag is undoubtedly the best user of it since she can teleport hit and trap the dropped weapons.
Personally I think once Keys get reworked and hopefully toned down immensely there won't be so much of a reason to attempt to counter keys with a bad perk.
But yeah it sucks when you lose your item even with a white ward due to FD
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@Withered8 said:
Title. I don't understand why these two strongest killers in the game are allowed to the further benefit from m1 basic attack perks yet other killers are not allowed to, even though blight's and nurse's attacks function pretty similarly.
It really isn't that big of a plus tbh. If they couldn't basic attack then they'd have no ways of using all those perks that apply on basic M1 hits.
And if they somehow had their basic attack and a secondary special attack that would be actually way too good for them as then they'd have a way of retaining STBFL stacks.
It's all good the way it is rn, Spirit and Nurse are fine. Well, actually people seem pretty unhappy with Nurse in terms of fun and Spirit could do with some add-on nerfs (Seriously, broken add-ons on an S tier killer?).
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That's just something Killers need to learn at some point. I cannot stress enough how important it is to know when to drop chase and go pressure gens because if you don't you're literally just throwing your own match.
And yet I see red rank killers do this.
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@Blueberry said:
I don't seem to have these same issues with Spirit at all. She's quite out playable.
I think what they mean is they would like something that could help distinguish Spirit when she is phasing as there is no "out-playing" her it's just guessing.
Telling people to all play perfect and smart to outplay the Spirit player as a whole because of 4 v 1 advantage isn't exactly offering people advice on counterplay. Besides this can and probably will fall especially flat in solo queue where an experienced Spirit will absolutely tear apart uncoordinated Survivors.
Personally I'm torn on the matter as, it (Phasing) is the only thing Spirit has and it extremely strong in (1v1 chases).
I think if ever she gets nerfed it should be her add-ons. She's already an S tier killer without add-ons. Certain add-on combinations just make her crazy to the point that it really is broken. If BHVR ever wants to nerf her actual Phasing I'll leave that up to them but as someone who plays as her and against her it's hard to say. All I know is that she's unmatched in the 1v1 chase among the entire roster of Killers.
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@SilentPill said:
It’s pretty much the only option if you are playing without ruin undying or pop.
And pop is kinda meh these days and ruin undying is about to get axed.
Camping one player is the worst thing a Killer can do please don't encourage this kind of behavior and play style. Besides, who actually has fun doing that?
Also not everything is about regression perks, there are gen patrol perks that help you know which gens to put pressure on (This is huge), perks to help you find and catch Survivors and then just perks which you can run in a build to maximize efficiency.
If you down everyone before they can get gens done then you didn't need all the slowdown and regression in the world. Idk I just feel like sometimes we are too obsessed with slowing down the pace of the game that we forget the importance of killing survivors swiftly and keeping intense pressure on them at all times and making it tense rather than annoying.
Oh and shoutout to my corrupt intervention which I know is only really good on setup killers but it shouldn't be overlooked either.
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@MadLordJack said:
Given the amount of people that have defended tunneling out a survivors DS and just saying "whoops, should've had it" to survivors that got straight-up tunneled, yes.
I felt this as a new player with no Meta perks in purple to red ranks lol