fireplace123ttv
fireplace123ttv
About
- Username
- fireplace123ttv
- Joined
- Visits
- 31
- Last Active
Comments
-
It’s the same as with legion - otherwise, it makes possible abusing the chase mechanics to set off the timer. It’s not as easy to do as with legion since it takes so long, but I suppose they didn’t like the capacity for her to do it end game
-
@LastShoe I agree it’s a complicated task, but I’d be surprised if borrowed time went from S tier to F. Same with we’ll make it, decisive, and deliverance. There’s a reason these are found in the vast majority of lobbies - because when there’s only one way to unhook, they become necessary. Becoming unnecessary shouldn't be considered a bad thing
-
The only issue is just how many small adjustments like this would have to make. It might not seem like much, but eventually your entire screen turns into a hud with numbers, symbols, and auras glowing constantly all over it, which is not very immersive in this kind of game. SWF know everything down to if a player is about to go for an unhook - if the killer is in someone else’s LOS - it’s just too much to include as base mechanics
-
I’m confused at everyone worrying this will create a “survivor meta” for a lot of reasons.
1) Every game has a meta. It’s not a bad thing
2) There already is a survivor meta - it’s just focused around interchangeable perks that make your individual survivor choice almost meaningless
3) Survivor choice ISN’T completely meaningless right now anyway. There is a meta - it’s the Claudette meta because she’s almost invisible and identical in all other ways to other survivors.
I fully support this idea, and would even take it a step further: the survivor you choose MUST use his staple perk, and they should be rebalanced to be stronger than other perks. MoM is obviously strong as is - same with BT, DS... but maybe give urban evasion plus ~20% walking speed in addition to the faster crouch. Make saboteur normal paced sabotaging. Since survivors can’t mix the best perks, they have room for better survivor specific perks without breaking the game
-
I remember when first seeing the trailers, and then playing the game, I'd be anxious, and actually feel the game, feel the fear, and be in anticipation.
I’m afraid any game in the horror genre, after however many hundreds of hours playing, will stop inducing fear in players. That’s unfortunately just how it is. We learn, analyze, get better, get confident - we shake off fear through exposure to most any phobia
-
So I’m seeing a lot of people saying some variation of “the only reason anyone wants these changes is as a handout to otherwise ######### survivor players so they can win easier.” To which of course I respond with “of course not.”
Any changes like those I’ve described, even a simple halting hook time when the killer is close by out of chase, will lead to the killer being weaker. But that doesn’t mean it’s not good for the game - it just needs to be taken in concert with another fix in killer’s favor, whether that means nerfing S tier survivor perks, the end game collapse (which if you’ll take note is entirely killer sided excepting the fact a survivor can get hatch with 4+ gens left), even slower repair speed if necessary. Endless other options are available as well. The point to characterizing this issue and trying to remedy it isn’t to make survivors stronger - it’s to remove a part of the game that is distinctly unfun for both parties involved: ensuring, when so desired or thought even temporarily advantageous, that the hooked survivor cannot escape.
-
@kabarekabal said:
Agree with OP.
I notice that a lot, like at least 30% of the games, which is far too many.
A simple solution to this would be to have slower entity progression the closer the killer to the hook is. Like, entity wants the killer to go hunt, not wait around.
Often killers combine tunneling with hex ruin, which almost always guarantees a win in an average (so in majority of lobbies) lobby, wherein players don't use mics with each other to co-ordinate efforts in order to win, which is how survivors are supposed to play like.
DBD devs should just make the stats open (killers vs survivors stats), so that everyone can see how unfair this game is for the majority of players who plays on the survivor side.
This is something that I’ve thought about but worried that first, it would make bbq even more powerful and pretty much a must-take, and second, it makes maps like the game very odd to play as the killer. I don’t think the killer should have to make constant conscious efforts to distance himself from the hooked survivors. Although I don’t see anything wrong with instituting a ~20 meter range between killer and hooked survivor which prevents hook time from elapsing - in addition to whatever other changes
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/435486#Comment_435486
You still have a chance to be unhooked. It happens sometimes (the very definition of "chance" implies that it's not something that happens all the time).
Again, I hear you, but this isn’t the chance I’m talking about when I say the hooked survivor should “have a chance.” Just the same as we could say flipping a coin to get unhooked could be considered “chance,” but we probably wouldn’t agree it would make for a fun game. The kind of chance I mean isn’t that “it’s within the realm of possibility,” but more of “even against defensive playing killers, good survivors should have reasonably feasible ways to rescue against good killers.” I don’t believe that what they have right now is that
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/435274#Comment_435274
In all seriousness, survivors say they want "a chance", but what they really want is certainty. They had "a chance" to not be found. They had "a chance" not to be hit. They had "a chance" not to be hit a second time. They had "a chance" to wiggle free. They had "a chance" to be unhooked. However, because those things didn't happen, they don't think they had "a chance".
I understand what you’re saying. In COD your chance to win runs out the second you get headshot. But in this game it’s a bit tougher to nail down where chance should end. I don’t think it ought to be the second you hit the hook.
-
@GodDamn_Angela said:
Wait a second.
Is "checking", "swinging by" and "camping" all the same thing now? Is it camping if you see, or have reason to believe, a survivor is running to hook so you head over to it?
######### isn't counted as camping hook at this point?
What I mean to say isn’t that this is all hook camping, nor is it to shame killers who do these hook patrols. I do them myself even. My point is that it’s very easy and makes sense for any killer playing to win to play in these ways which make the game unfun for everyone, especially the sap on the hook.
There’s nothing WRONG with having an inkling that they’re headed for hook, but what should the punishment for that read be? What should the alternatives be?