toxicisjustaword
toxicisjustaword
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- toxicisjustaword
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@Jordan_131201 said:
https://forum.deadbydaylight.com/en/discussion/comment/1252885#Comment_1252885
So whats your argument. It isn't very clear tbh. You seem to be arguing with something that no one is really concerned about
I made my argument very clear in the first post. No injection instantheal means almost certain death with a focused killer and an ivory mori.
Injection could prevent that from happening, if another survivor cares for the teammate.
Instantheal taken out, no more chance to prevent it from happening very early in the game, imbalance.
Mori has to be harder to execute and survivors should have the chance to distract the killer while he wants to use it.
EZ PZ leftclick kill after a tunneling move has nothing to do with skill, it is a broken mechanic and the only counter has been patched OUT. Make it harder or renew it.
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1251610#Comment_1251610
For Moris you have to chase and hook people.
For Keys you have to do gens but you can also just hide the whole match, dont do anything and just wait till everyone dies, wait for Killer close the hatch just to open it again.
Yea as a Killer you can tunnel and too.
Both are equally unfair and need to be changed.
So you find it unfair, that a lone survivor can escape with a key through the hatch after 3 other survivors have been killed?
That is not compareable to the scenario i discribed where a survivor is taken out in max 2 minutes in the game after first hook, tunnel and then mori.
Some people leave the match with 3k if they were lucky, others get below 1k BP and sometimes waited 5-10 minutes in the queue for that crap.
If one escapes with the key you were able to at least get your 24k BP before that.
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@Jordan_131201 said:
This would never work. First off, skillchecks are a survivor mechanic only. Second off, moris weren't made to be counterable, it just so happened that the injection was the best way to avoid a mori. And all the bloodpoint talk, remember, there are 4 survivors. Not one. The survivors could all bring injections and make it barely possible for a mori if they really wanted. There are much simpler ways to fix the moris. King has suggested that you can only mori off second hook. I've suggested before, that they mori should have conditions. Just like some perks.
Cyprus - I think Cyprus is completely fine where it is. It makes sense that if you kill the first 3 people and you down the last one, you are perfectly entitled to killing them, since they would be dead anyway, once you hook them
Ivory - this should be change to, EVERYONE should be hooked at least once. AND the person you want to mori, has to be on death hook
Ebony - Evans will be the same as ivory. Everyone has to be hooked at least once before you can start killing people. And the people you DO kill, must be on death hook
I think this is a great fix, and so many players and content creators do
As mentioned before. The theory that 4 survs would run around constantly with injections was barely the case in the past. But it is commonly stated by a lot of people with no evidence of wide range happenings. But those voices will never dry up. Has got nothing to do with real everyday gameplay.
If you can mori after the second hook than the effect won't change with. Only thing is the killer will keep pushing for another hook.
And please don't try to tell me that you did this once and that once with a premade team. Most matchups are not 4 on 1 premade rounds with same skill level or experience. That is a very small group of people and not the majority of matchups. You have diverse skill levels and experience in most premade groups and if a killer wants to mori one and let's himself not distract than there is nothing you can do anymore.
Who says that a injection was never to be intended to save someone from a mori? Never heard the Devs say that it was just in there for pure fun to heal two healthstates.
So the only counter argument that seems to be legit is that skillchecks are just a surv mechanic from my point of view.
As i said, i want to talk about a chance to prevent a mori from executing, not 3 survs dancing around a killer who is ready to mori after he kicked you away.
You can't avoid mori like a defensive block parade for a hook.
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@SurviveByDaylight said:
Skill checks should be put in place of the struggle phase button
Skillchecks should be put in place for killers to recover from a palett stun? okay
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@Alice_pbg said:
You... you think people miss those skillchecks?
This change would literally do nothing :p
Then make a suggestion what you would like to see changed? If it is no problem to miss a skillcheck for that, then why do people complain if I suggest it?
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@[Deleted User] said:
So should we also make it so DS is only a green/ivory offering that they survivors limited supply of, too?
DS is a perk. Mori is an offering. They're not even remotely the same thing and shouldn't be balanced as such.
Rancor - Devour Hope are no offerings but give you the possibility to mori, too.
DS is 1 time use only perk with a very narrow skillcheck. Some people invested millions of BP to receive this perk for their main character.
Not comparable for investment. A DS does not prevent you from getting moried. The balance was removed with the instaheals injections.
Tell me how often do you get a green, or yellow mori while you fill out your bloodweb?
Tell me how many rounds have you succeded by spending 7k on an offering that spares you 4 hookstates?
And now tell me which offerings do survivors have to make you fail in less than 5 minutes?
A good snowballing Billy, or Spirit on Coldwindfarm or Mcmillan can wipe a whole team with a 7k offering that you can get in nearly every second or third bloodweb.
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@EvilJoshy said:
Put skill checks on a key then we'll consider it.
How about several skillchecks without a key, like on the jigsaw trap boxes? Would make the Endgame less lame for killers who did not deserve more kills by their whole performance before?
There are only 2 maps in this game, where a killer really has to work in the Endgame. Meatpacking Plant and Hawkins, the rest is piece of cake after 400hrs+ killerplaytime.
Or how about you pick FRANKLYN'S if you spot a key, that's why it was implemented years ago, mate.
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@PigNRun said:
Not gonna happen for a very simple reason. Devs have stated skillchecks are a Survivor mechanic only. Survivors can do skillchecks while repairing and healing, which can be done multiple times in every single match. Killers never deal with skillchecks. If you were to add this, you would be forcing them to go through them not more than 4 times on rare matches from time to time. Someone who only plays Killer will be locked out of the interaction with no way of practicing or getting the timing for it.
So you are trying to say that killer only players are too "stupid" to learn skillchecks, or can not react fast enough after a few times they miss it?
Do you know how survivors had to learn to hit the DS skillcheck? Learning by failing. And nobody hits the DS skillcheck 100% a day if he plays a few hours.
I disagree. Everyone can learn skillchecks and moris are kind of gamebreaking depending on matchmaking, killercharacter and mapdesign.
If you have 5 generators to be done and 1of4 survivors is taken out in the first or second minute of the game, your chances of escaping are so low that most people want to throw the round. No chance of preventing it thanks to the instaheal removal.
Tell me how you would counter it? Or are you even interested in fixing this problem? I mean the list of people who only want to see 4 survivors die instantly and receive 32k BP ist a long one and i don't expect any constructive discussion with those kind of people.
But fact is this happens every day to you at least once in a round you are in. Mori offering, someone get's cought, hooked, unhook, tunneling, mori, ba dum ts - 3 survs and 5 gens left, maybe 4 if you are lucky.
People sometimes wait 5 minutes in the queue to get a round started, then get quickly found, maybe mess up a loop and boom you are out with maybe 2k BP and a depip, while the rest of your team will fail to survive due to the fact that 1 hooktimer is missing and 2 hands to repair a gen for the rest of the remaining time. And all effort that was done were 5k BP, 3 hits and one more leftclick by a killerplayer.
And if you want to practice a skillcheck, there are some browser based skillcheck simulators out there quick to find by your favorite searching machine.