BigKrazyKag
BigKrazyKag
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048825#Comment_4048825
Could you please stop with this lame us vs. them? I play more survivor than killer.
The topic has just nothing to do with killer skill. Well, if hes really bad, you dont need bodyblocks, but thats rare, bc bloodlust gives even the worst killer a hit after a while. (Resetting bloodlust with a timed bodyblock is also really good)
Its not free pressure. Everything is a time game. The question is how much does the bodyblock extend the chase. 30 sec would be 60 sec (two survivor on gens). It could be worth it, but it also could be better to sit only on gens. A bodyblock against Blight in a deadzone is probably not even worth ten. (bodyblocking his power is hard, but thats far better bc of his cooldown)
So a bodyblock needs good game knowledge and comms make it easier. (I play mostly solo que). The killer just needs to chase the unhooked survivor, ignore all macro gameplay, so his experience as player doesnt really matter. A killer player doesnt even need to learn to chase if a survivor cant loop.
It comes down to skill on both sides. No survivor should be able to run killer for 5 gens but yet that can happen if the killer only sees red and gets tunnel vision. But none of that matters if the survivor lacks map knowledge and knowledge of looping properly. Some survivors are better than others. But this isn’t just a matter of skill but other factors can also weigh in though skill will be a major factor and ultimately determine the result of each chase. There are situations that skill won’t help with. Some pallets are light speed awful and should be avoided a blood lust can be awful though that’s what pallets and body blocking are for. Figuring out how to truly balance this game is worse than rocket science. I play both sides of the field and I see that. You can’t just focus on one thing because of the domino effect. This game will need many slight adjustments to find a sweet spot and that will take ages to accomplish. Until then we should respect both sides.
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Freddy can be good of course. On top of being able to teleport he can spawn many dream pallets and at least when survivors are asleep his dream snares are good in chase and he has an add on that puts people back to sleep faster. At the same time I wouldn’t seem him as being lethal to the point of needing any change. I would sooner talk about the real issues such as map layouts and other more concerning problems. Finding the sweet spot on pallet density and addressing hyper gen focus seems more important to me. But the game isn’t so simple and any change can trigger issues that will also need addressing. Certain killers either their various strengths and weaknesses will need to be considered along with perks and other such elements from both sides. I think rocket science might be easier to master ……
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/462379/so-still-no-ghoul-changes-huh
Don't mean to downplay or anything, but self reporting it as "crying" for nerfs and not offering constructive feedback doesn't really get the ball rolling on that front. A lot of time that kind of stuff gets filtered out by game devs as noise, similar to feedback that laser focuses on aspects to complain about while offering little in perspective for improvement. Even if its just places to start more than just "this is what needs to be changed," the more helpful the more likely it'll be taken as more than just complaining.
It’s gotta be about the cooldown not being much and his ability to swing to you like Tarzan. I know it because I’ve talked about it with others and it’s always the same. Problem is when I say it needs a SLIGHT nerf I doubt the developers ability to know what slight means. If they just nerf him a little at a time they could eventually find the sweet spot. I won’t just say nerf him because that could result in his death.
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@Langweilig said:
Maps overall became a lot worse than they were before the pallet density. Midwich, Hawkins and lerry‘s have gotten a lot of pallets removed and it wasn‘t even mentioned in the patch notes. Skull merchant map (forgot the name sorry) and disturbed ward got shrunken heavily and got a lot of loops nuked. The other affected maps from the update got a lot of terribly bad pallets now, that are super easy to win as killer and as survivor they are just frustrating to play since there is most times no good way to play them. Then some maps have like almost no windows while the pallets are terrible. You drop the pallet the killer runs around and hits you. You vault it, the killer just hits you or runs around and hits you. Add ping and hit boxes on top and it feels ten times worse. It doesn’t seem like it really matters how you play as survivor. I would like loops that are fun to play and not just a struggle where one tiny mistake instantly gets you killed while the killer can make thousand mistakes and even gets rewarded with bloodlust.
From the promised anti tunnel almost nothing cane through, except those lousy +5 seconds of endurance/haste, that do not really help against tunneling at all and are annoying to deal with as killer in endgame. Tunneling got made even easier by nerfing/shrinking of a lot of maps. At least give us the elusive and no hook notification sound. It would make tunneling more annoying for the killer and give players more time before the killer notices an unhook happened.
Lastly medkits got a hefty undeserved nerf with the explanation that it would be too much with the anti tunnel and pallet density, but guess what got reverted + nerfed further than it was before and what didn‘t. The syringe is kinda pointless now except you wanna do a head on clip for YouTube and the styptic is the worst medkit addon and it lacks creativity, because we already have more than enough charge addons.
The other survivor items don‘t feel much better! Keys are pointless after the killing of the bloodamber addon. Maps are pointless after becoming a worse version of WoO and getting rid of their old function. Fog vials do absolutely nothing after their underserved nerf the second week of their existence.
Playing survivor feels like you loose content every update, like you get punished for playing this side and you keep getting nerfed while killers get buff after buff. Some killers are way too OP and are still untouched, which is so questionable to me.
Agree or disagree with me. I‘m just describing my frustrations with the balance decisions of this game.
Not only should the killer not get a notification when someone is unhooked but they should never see the aura of the hook they are on. Outside of end game feel this could be worth a try. But at the same time I think they should factor in gen focus and not ignore gen rushing as an issue.
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@Venusa said:
Chaos Shuffle honestly just highlights how useless most survivor perks are when you’re being aggressively tunneled.
It doesn’t matter what random perks you get, you don’t even have the chance or time to use them if the killer is determined to remove you from the match ASAP. What’s supposed to be a fun, chaotic experience of discovering and experimenting with perks turns into the same bullcrap 5-minute games where you barely get to play.
You queue up after work hoping for something at least fun, and instead your time is wasted: load into a match, then get tunneled out immediately like the killer’s life depends on it. Rinse and repeat.
Modes like Chaos Shuffle are proof that killers don’t need incentives, MMR, or rewards to tunnel, they do it simply because they can. The devs have shown time and time again that this playstyle is promoted, and ultimately ignored. You can nerf or buff perks all you want, but killers will still tunnel even when there’s no reason to “win” or climb MMR.
Sorry to say, but survivor gameplay is miserable, and Stranger Things Part 2 isn't going to cut it.
Okay so basically here is what I’ve seen. Survivors get smashed within seconds of the match because they’re not very good or because they lack knowledge of the killer they’re up against simply due to the fact that no one hardly plays them. When a survivor proves to be inept the killer sees a weak link and immediately goes to them first every time. They could chase another survivor but when they do they get gen rushed hard after chasing a survivor that clearly knows the routine. If you want to live you better learn the routine. Real problem with solo q which I have no doubt you’ve been playing is that you get teams that are light speed dumb and people get massacred mostly because they lack gen focus and go down in like 3 to 5 seconds. To win typically no less than 2 people should be on gens at all times. The killer can only chase one survivor at a time unless some idiot is following with a flashlight and telling mom to get the camera ready. If you are being tunneled hopefully someone will take a hit after you get the endurance smack down you can get further away. Now I don’t approve of aggressive tunneling that is unnecessary and ruins the player experience. With that being said there are teams out there that have literally forced my hand with some serious plays and aggressive gen focus. But that is on the other side of the problem. Just keep working on your own plays and figure out the map layouts. You can only do so much so don’t beat yourself up and don’t rage out. I wish you luck.
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@Ravengirl333 said:
I have the same issue as you guys. I hope we dont get banned. Im scared to spend my auric cells, because before I got this "free" auric cells out of this accidentally bug, I did have my auric cells, which I bought in may.
It happend after I got this have error, after I tried to see my rift progress, then I was sent back to home screen in DbD. I got this message, that I got 600 auric cells, the second and last Time I got 750 auric cells and the rift pass was suddenly complete. I hope it will be fixed soon.
Doubtful that you would be banned for a bug in their game which you had no control over. It's like getting a speeding ticket for blowing a red light but the light stayed green due to some malfunction. If you don't spend the Auric cells then they'll probably be corrected eventually but you also said you already currently own Auric cells so you shouldn't be kept from using them. If you were banned for a game malfunction then that would be very discouraging for players going forward to know they could be banned for a mistake on behaviour's end. I would not worry much. It'll get fixed.
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Yes the same thing happened to me on PS5 as well. At first I couldn't access my rift and I kept trying and even closed app a few times but it kept giving me an error and returning to the main menu kept resulting in free Auric cells. Now I have 5680 Auric cells and 4,405,000 blood points. I can't really do anything except wait for them to correct this mistake. Devs if you're reading this please look into it. lol
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Just wait for the rework one day. Then buy the chapter.
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@pseudechis said:
With all the (largely imagined) LGBT controversy surrounding this update, a bunch of poor taste closet gags went through my mind when I read the tag line.
One Flamboyant character and the p.c. police get called. LOL! I'm surprised that didn't happen with Legion. LMAO!
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@Flawless_ said:
We all knew that combo was busted and I for one I'm extremely glad people will actually have to use some degree of skill in order to get wins rather than just pick a high mobility killer and get hooks while being on crutches the entire game. I play mostly killer at high ranks and while I do use Undying I refuse to run it along Ruin because it makes the game extremely easy and it basically turns survivors into potatoes. Not to mention some people seem to run the same build for literally every killer (Go check out a certain British guy stream if you don't believe me). Good riddance.
Who's the British guy? I want to make sure I follow him immediately.
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@RamblinRango said:
In a stream the devs said they nerfed Pop to 45 seconds because 60 seconds is too long and allows the killer do too much while still having Pop active
There is ONE killer and FOUR survivors and DS is still 60 seconds. Let that sink in.
They nuked moris to the point that it's literally just an animation, that's the only incentive to waste your offering slot. An animation. Meanwhile keys still haven't been touched. The list could go on but I'll spare you
And before someone replies telling me about how much more complicated a key nerf is, that's not even the issue here. This game is becoming survivor sided and that's why killer is becoming unfun, hence this post and many like it.
I just wish a dev would give some really good news to killers, something they want
I think DS should be reduced to 20 seconds with the exception that the timer doesn't go down while in the killers terror radius and if someone else is hooked then DS should deactivate. As far as keys go I'm not really worried. You still have to do gens in order to get the hatch to spawn and if everyone is alive then it's impossible to get it to spawn until end game. I don't see why they're bothering to lower the pop timer by a mere 15 seconds. Oh well.
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@bobateo said:
Dude, I just had a match with Killer who slug/camped me out of a game. That's unfun.
My teammates tried to keep me from being tunneled out of the match. My teammates - all of them escaped - which I'm glad for.
The irony is the killer at the end of of the match that they clearly lost saying 'gg ez'. I rolled my eyes and went to the next match as, I believe, all folks hit with that kind of stupidity should. Some matches are just trash for you. Get over it.
Well at least they paid for their mistake by taking the L for being stupid and staying fixated on one person rather than gens and the people doing them. lol
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It's not that killer is under powered or that survivor perks are too good compared to killer perks. And killer perks that were " shafted " ended up being really good when paired with other perks. The real issue isn't the killer being unfairly under equipped to deal with survivors. It's other issues such as certain maps being more survivor sided and gens being hard to defend under certain circumstances. Optimal survivors make it very hard for even veteran killers to win. The real problem is this toxic community and all of the advantages they have because of the way they play. And honestly I'm no better. I had a friend point it out to me when i jumped in a locker while my DS was still active to avoid being downed. The killer obviously can't afford to sit around and wait for my 60 seconds to go by before hooking me and moving onto another target. Camping spells doom for killers. It's very much a community related problem as to why killer is so over challenging and it will take some major outside of the box thinking for developers to address this issue properly. I definitely wouldn't jump on the buff killer and nerf survivor band wagon without addressing the real issue if I were them.
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@Wylesong said:
I am seeing not just mods but other players defending the whole Rank means nothing and it is a soft way of determining a players skill. They also say it just means that player plays a ton.
This is simply not true. You do not just get to red rank killer or survivor by playing 1000 hours and sucking. You need to do things to meet criteria to pip and rank up.
As survivor you need to do gens and save people and win chases. You cant just see the killer and fall on the ground and go oops i am dead but I played 1000 hours so I am ranked now. It does not work like that.
As killer you cannot see the survivors and lose chases and not pressure gens and expect to rank.
I do agree yes Ranking is a bit easy but I have almost 1000 hours of play and never been Rank 1 on either side. I mean by what people are saying I should be rank 1 because I play a lot but it simply is not true. I have some good games and some bad games. Some games I Pip and some I DePip.
Rank DOES equal skill because it shows the killer can and does know how to win chases. They have an idea of what perks work together and how to apply pressure. On survivor side it shows the survivor knows how to loop and win chases and can save fellow players and do gens without worry.
Overall I do not mean to seem rude but if rank never mattered then why have any rank or matchmaking system? It is because even the developers know you cannot put a Rank 1 with a Rank 10-20 and think they are at the same level of skill because it is not simply just play time but it is SKILL.
Sorry just wanted to put that out there and I know it is just another persons dumb opinion so please ignore me. I hope you all have a good weekend and your matches be great.
It takes some experience to rank up yes. You can't just get to rank 1 easily without knowing what you have to do to pip up. But as a survivor I found out a long time ago that it's just about doing stuff. objectives, altruism and running from the killer. Surviving helps but it's not necessary if you just do enough. I've seen a lot of idiot survivors who are red ranks. Killer ranks however ...... It's a lot of mind gaming and strategy. That's why I prefer survivor. I can relax. It's not as stressful. Also matchmaking is broken. You can be a rank 1 killer and face a team of rank 20 survivors. The opposite is also true. So while the developers may realize it isn't fair for a rank 20 to be facing a rank 1 it clearly isn't being prevented. Also I've seen purple ranks out play red rank players. That alone should be proof enough that ranks can be deceiving. So maybe ranks only matter a little. I would say they're still not a good measure of skill.
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I think it's just the pipping system that needs to change. The things you need to do to pip is are really stupid as killer. And it punishes certain killers very harshly too. If they would consider a change in that system it may not be necessary to change how you adept as killer since it wouldn't be as difficult to get a merciless.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/545941#Comment_545941
This. All the changes over the past year have pushed survivors to focus purely on the gens because everything else lowers their chances of survival. I've noticed the rush to hit gens is worse than ever.
The gen rush is definitely bad. Without ruin it's a nightmare. Then you have totems near gens or out in plain view. I will have to agree with you there.
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BUMP Okay so I posted this some time ago but I think the killer view is sort of whack. I understand that it has to be first person but it feels like some of the screen gets cut away. I can't even see most of my weapon. Just look at those screen shots. So please consider this.
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Btw people anyone can get destroyed by a competent SWF with voice communication and proper team work. Try hooking some one while swatting at three annoying pests. Body blocking shouldn't even be possible when the killer is transporting some one. But the problem with this game has nothing to do with killers being under powered. If you buff killers to much all you'll be doing is making it so the opposite is true. I, actually blame the lack of balance on game mechanics and such issues. The hit box is ridiculous for one thing. I've had way to many misses that should have been hits. The same goes for when I'm a survivor and I take hits that I should have taken. It's just broken.
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Spirit is great to be honest. At least to me anyways. Right when the dlc was released I bought it and I loved it from the start. There is something about cutting people with a sword that intrigues me. ( Probably the psychopath in me ) And though she is slow and I do wish she was a little faster, still I go back to her plenty. Her phase ability is great even more so now that there have been some changes. I like trying to fake people out with it. And her add-on that makes it harder for everyone to know when she goes into phase mode actually had some use when I tried it. If you can't make use of her somehow then you just don't know how to use her at all pretty much. You need some amount of skill to know how to best utilize her abilities. I would say a lot of skill honestly. Certainly not as much as you need to play nurse well. But you can't just expect a great game with her if you don't know how to make her work. I'm going to have to suggest you look into it more before giving up on her.
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I just want to be able to notice a difference in the blood web. Like I said I don't even see much of a change if any at all after maxing out character level. Prestige should be something that has a significant reward. Bloody cosmetics aren't really what most people have in mind. I mean it's kool and everything but it's not useful. I don't mind grinding. I've been grinding in games since I started playing games pretty much. I've binge grinded for days without sleep before. ( Not healthy. Don't recommend it. ) I'm not the guy you would find complaining about that. I just want a better reward for my grind other than the perks that I've clearly earned and would earn with or without prestige. That's always been the point of prestige to me.
In a certain shooter game ( You all know which one ) you get to choose something to keep unlocked every single time you prestige. That seems like something that is significant enough to prestige and go for the trophy. Something else you could do besides improving the rewards in the blood web for prestige characters could be increased post game rewards. More exp and more blood points. Maybe a massive blood points reward after hitting level 50 after already making it to prestige III. Those points could be used to get a head start with the next character. Or even to gain more perks on the already maxed character. There are a lot of perks to get and rank up so it's safe to say that you will still need more blood points for that character. Just think about it devs. I don't believe you will find it to be unreasonable.
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Well it's not likely that a killer would leave your side anyways if this were done. If they know you can get off the hook then they're going to wait it out until you can't or do and then they'll just tunnel you. You'd have to be up against a really dumb killer who does leave you in order for this to really pay off. But you could get some struggle points I suppose ......
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@Zarathos said:
BigKrazyKag said:I don't have a problem with DS because I've seen both sides of the spectrum. I don't just play Killer. I've been in good and bad games for both sides. Besides that like I said DS doesn't grant you the ability to live automatically. You have to make good on your escape. And even if it allows you to get away it doesn't mean you won't eventually fall and be sacrificed. That perk doesn't replace skill. I've been slowly learning that fact as I've tried to improve as a survivor. I've had some hard games as a killer but I won't blame it on one perk. I know that the person I am chasing will only escape me with skill. Simply hopping off of my shoulder won't be enough to get away and end the chase. But this isn't even an argument about DS at all. I just think either one thing or the other should be removed from that perk. NOED allows you to down your foe in one blow but it doesn't grant you the ability to kill and it can be countered simply by finding and cleansing the totem. This perk however allows you to down them in one hit and kill them therefore robbing them of the chance to escape unless you can remain hidden. And it's not a hex skill so you can't take out the totem. It's essentially NOED on one person without a totem and mori on that person as well. And it's not that I can't counter it. I just think it's rather cheap unlike DS which can only be used once per game and doesn't really grant automatic escape. The only way I could think of it giving you the automatic win is if you use it during the end game right by the exit gate. But by then you've already used stealth and everything else like pallets and windows to your advantage to stay alive that long. So you played smart to win anyways. I could go on and on with this argument but I think it's getting a bit to dragged out now. Everyone is entitled to their own opinions and I have already shared mine. Enough said.
Rancour gives you vision on killer how is that not a reasoanble enough downside. If your on a team thats devastatingly powerful and if your solo you will always know what direction the killer is coming from when a gen is completed. I keep saying this but ds is too powerful to be an individual perk in your kit. You dont have to meet any requirements its always available. Deliverance requires a safe unhook and a first hook state to not be expeneded adrenaline requires you reach the end game. No mither lets you pick yourself off the ground at the cost of a health state. Ds has no requirements to be met besides hitting a skill check which is the problem with dbds gameplay right now. Skill checks are routine actions that all high ranking survivours can do. They are only meaningfully influenced by one killer.
Rancour cannot be broken same as ds. But
there is more input required by the killer with rancour then the survivour with ds. You have to hunt your prey read there movement make predictions and move in a way that you giving the survivour your location for a brief period wont be expected. Being denied the use of your ds due to rancours mori is the first meaningful way a killer can respond to ds besides tanking it. Which i have alreday established is a bad idea as you need hook pressure immediatly or you will lose gens fast. As i repeatedly state its not hurting the mobile killers like billy or nurse its the weaker slower killers like pig doc and leatherface whi end up suffering the most.My experiance with survivour has taught me that this game gives you a lot of chances to win/escape with perks like adrenaline urbanevasion and iron will all which require significantly more skill and have a reasonable risk of failure. With these perks rewarding smart calls and clever movement not meeting a basic skill check. Ds turn survivours into greater timesinks and while you will get games where a survivour uses ds and they go down immediatly its the games where survivours get that extra gens worth of looping thanks to ds that you see how overpowered this perk is.
Rancour needs to lose its vision granting effect a survivour can make use of if you want to remove the exposed effect. But the mori should stay as a means to bypass ds and make it so we finally have a hard counter for this perks that has been continously debated as the most controversial perk in the game.
I actually have no problem with them keeping the mori ability if they remove exposed. That would give a chance to some one who is unlucky enough to be found at the end of the game when they're the obsession. Of course I'm most likely to just hide and wait for an exit gate to be open though I will most likely have to confirm this myself unless I'm in voice chat with my team. If anything this is more of an annoying perk than it is game altering especially effecting one person only. I simply thought that both exposed and mori was a bit harsh. Also they can go ahead and take away the aura reading ability that allows them to see where the killer went as that only takes away from the scare factor. You shouldn't know where the killer is at end game anyways as it robs them of the ability to secure more kills if everyone finds out where the killer is gonna go and heads to the other door.By the time you get to the other door it's already open. Now as far as DS is concerned You could also choose to ignore them until later to avoid wasting time unless of course everyone has DS but I feel like they need to more severely punish multiple DS users by raising how far they have to get on the wiggle meter to use it if they're not the obsession. That would help combat a full team with DS as it would give the killer more time to find a hook. 35 % is just to easy to reach before getting hooked unless you're right by one of course. I feel like 65 % or even 70 % is more reasonable. At lest no sooner than 55 %. Of course people would argue that iron grasp would make it nearly impossible but if they have better ideas I'm all ears.
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@Aari_Piggy66 said:
BigKrazyKag said:9I think it should only give the exposed effect on the obsession and not the ability to kill. I just did 3 and a half gens by myself and ended up being killed simply because I was the obsession. Makes me not want to use decisive strike simply to avoid it.
Let me give you a piece of advice where do you choose to take it another is your choice once all the generators have been complete play immersed until you can confirm an open exit gate and when you find it leave immediately it's not that hard.
Don't run around like a headless chicken and then suddenly be surprised when the killer find you.
For the most part a killer running rancor would most likely to leave The Obsession because they have no need to chase them as killing them in endgame is more efficient.
That is a massive benefit if the killers going to try to actively ignore you just like when the killer has Save The Best For Last use this to your advantage. Get stuff done as you have a lot more security than others and then leave when you need to
Your advice is good advice and I'm not turning it down. I Just didn't have a very good time that game and communication was out of the question. Not to mention everyone died but one person. My opinion about Rancor being a stupid idea won't change and I don't think it will stop people from using DS but if I have to counter this new perk then I will counter it. It's just an annoying pain is all. Kind of like NOED is but with mori added to it. I actually don't run into NOED a lot come to think of it. I did today though. Wraith ( No surprise ) was the killer and I just told the last guy to leave because he wasn't going to save me without finding the totem first and even then he was the only one left. So he left but then I pulled a Kobe which I didn't think would happen and boom I escaped with the exit gate right there. Dude left me unattended so I got away. But I'm getting off topic now. I'm not really interested in keeping up with debating this.
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@Zarathos said:
I've played killer at high rank and I'm well aware how ds works at that level of skill. I still don't see it as unfair. Like I said I've literally gotten them down again in a matter of seconds. It's not the DS that has given me the most problems in high rank play. It's the amount of pallets that get thrown down in the middle of chases and the amount of window play that takes up so much of my time. At some point I have to decide whether or not I'm going to even continue chasing or patrol gens. Some loops are obviously pointless to try and counter because of how much time it will take to get them down so I end up moving onto the next person. DS does not bother me anymore. Also I rarely see a whole team using DS. It's not that I haven't encountered it before but it rarely hits me. Either that or I don't even see everyone use it because I hook them to fast unless of course I run into the obession. But I just don't have a problem with DS. Also yes hag is very annoying. It would be nice if they did something to keep them from laying down so many traps at once. I'd like to be able to run around without randomly running to a trap because I didn't even expect one to be there. That's exactly why I think DS is fair. I know if I get hooked by a hag I'm probably not gonna see the end game. I need to be able to make good on that second chance.Honestly i don't know what to say besides is your build with enduring always on are you dodging swf lobbies. What killers are you playing. Because i swear if your telling me ds dosent affect you and your playing god damn hillbilly or nurse ofc it wouldnt affect you. You have a gap closer and are playing tier one killers. The problem i have with ds is if the survivour is competent they can turn the reactivated chase into more window looping and pallet plays which is not optimum if you have a killer with weak comeback potential.
Patrolling gens might be easy with a billy or nurse but if your any of the mid tier killers its a nightmare to get that hook pressure and cover that distance if the team effectively utilises the ds. Ds kills momentum with little meaningful direct counters.
Much like dead hard some people even at higher ranks may make the perk look bad but in the hands of skilled players you will see how devastating the perk is the key difference being dead hards an exhaution perk with killers add ons that prevent it entirely or a killer can hit a survivour at point blank to stop it while ds has no killer interaction minus a doctor making the skill check potetially harder to hit or dribbling which is really easy to avoid as long as the obssesion dosent go down near a hook in which case you can dribble.
You said you ended the chases fast how is that a good application of ds. Also if the hag is giving people trouble revaluate the add ons and power and pinpoint where more constructive counterplay can be put in. Maybe more visible traps or a cleansing action? When you view ds as a solution your creating an arms race with killers who can exploit the game the most to win it is not healthy or sustainable.
I don't have a problem with DS because I've seen both sides of the spectrum. I don't just play Killer. I've been in good and bad games for both sides. Besides that like I said DS doesn't grant you the ability to live automatically. You have to make good on your escape. And even if it allows you to get away it doesn't mean you won't eventually fall and be sacrificed. That perk doesn't replace skill. I've been slowly learning that fact as I've tried to improve as a survivor. I've had some hard games as a killer but I won't blame it on one perk. I know that the person I am chasing will only escape me with skill. Simply hopping off of my shoulder won't be enough to get away and end the chase. But this isn't even an argument about DS at all. I just think either one thing or the other should be removed from that perk. NOED allows you to down your foe in one blow but it doesn't grant you the ability to kill and it can be countered simply by finding and cleansing the totem. This perk however allows you to down them in one hit and kill them therefore robbing them of the chance to escape unless you can remain hidden. And it's not a hex skill so you can't take out the totem. It's essentially NOED on one person without a totem and mori on that person as well. And it's not that I can't counter it. I just think it's rather cheap unlike DS which can only be used once per game and doesn't really grant automatic escape. The only way I could think of it giving you the automatic win is if you use it during the end game right by the exit gate. But by then you've already used stealth and everything else like pallets and windows to your advantage to stay alive that long. So you played smart to win anyways. I could go on and on with this argument but I think it's getting a bit to dragged out now. Everyone is entitled to their own opinions and I have already shared mine. Enough said.
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@Zarathos said:
BigKrazyKag said:@Spicybarbecue said:
@BigKrazyKag said:
I think it should only give the exposed effect on the obsession and not the ability to kill. I just did 3 and a half gens by myself and ended up being killed simply because I was the obsession. Makes me not want to use decisive strike simply to avoid it.
so it's unfair because it gives a free kill but decisive is fine which gets you off the killers shoulder for free. at least the killer has to find you and down you to get the rancor reward where as you get the ds reward from being bad
First off you only get to use DS once per game and you can miss. Secondly it doesn't mean you will live and rancor gives the killer an immediate kill as long as you can find the obsession and down them. There is a very big difference between them. Also using ds doesn't make you bad. I've seen youtubers such as Monto using DS and they're excellent survivors. If you're just mad that some one hopped off of your back then say so but don't insult someone's skill level simply for using ds. It's not like you can keep getting away for free the entire trial. I've had people hop off of my back and got them right back up there in a matter of seconds. It's not like a flash light where people can shine it in the killers face to free some one as long as some one still has battery left. It's a one time deal and it doesn't grant you immediate escape. Obviously ds has nothing to do with Rancor and the two though both crutch perks are not really comparable.
Ok here we go again alright boys and girls gather round were gonna have the talk. Ds is fundamentally broken and promotes hugely negative playstyles. In dbd a killers needs to hooks 4 survivours 3 times each and prevent 5 gens and an exit gate from being opened.
This is fine in lower ranks but in high ranks your ability to win is dictated by how long ruin stays up and how crazy powerful your addons are vs how crazy add ons your against i.e. Toolboxes insta med kits etc. Ds in the hands of competent teams gives the surviour a second chance. The requirements is merely hitting a skill check the killer has very limited options to respond to this no timed attack to counter it and a reactivated chase which must be ended to get badly needed hook presure.
In a 4 man team of ds its devastating as each second your stunned a gens getting more time done every second that newly activated chase is losing you the game. No perk even compares to ds. No killer or survivour perk even matches its absurd power. Worst yet ds promotes and encourages killers tunneling survivors if they are hit by a non obssesion ds survivour as their is a chance other survivours will have it. That one use perk can be the difference between finishing a gen or getting a kill and i encourage you to play killer to at least rank 5 to see how devastating this perk can be against killers.
Also monto builds are not balanced they wouldnt be entertaining if they were. His builds are wacky often crazy powerful bordering uncounterable. For example his toxic nurse vid with an ebony mori is not balanced in the slightest. His unhook this hag build has no way of saving a hooked survivour with the hag. Making the minute they hit the hook gg. I like montos content because its entertaining but his builds are entertaining ign because they massively exploit the games inbalances.
Rancour exists due to massive inbalance. Survivours gets a second chance killers get a free killl remeber killer is suppose to be the power role.
I've played killer at high rank and I'm well aware how ds works at that level of skill. I still don't see it as unfair. Like I said I've literally gotten them down again in a matter of seconds. It's not the DS that has given me the most problems in high rank play. It's the amount of pallets that get thrown down in the middle of chases and the amount of window play that takes up so much of my time. At some point I have to decide whether or not I'm going to even continue chasing or patrol gens. Some loops are obviously pointless to try and counter because of how much time it will take to get them down so I end up moving onto the next person. DS does not bother me anymore. Also I rarely see a whole team using DS. It's not that I haven't encountered it before but it rarely hits me. Either that or I don't even see everyone use it because I hook them to fast unless of course I run into the obession. But I just don't have a problem with DS. Also yes hag is very annoying. It would be nice if they did something to keep them from laying down so many traps at once. I'd like to be able to run around without randomly running to a trap because I didn't even expect one to be there. That's exactly why I think DS is fair. I know if I get hooked by a hag I'm probably not gonna see the end game. I need to be able to make good on that second chance.
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@Spicybarbecue said:
@BigKrazyKag said:
I think it should only give the exposed effect on the obsession and not the ability to kill. I just did 3 and a half gens by myself and ended up being killed simply because I was the obsession. Makes me not want to use decisive strike simply to avoid it.so it's unfair because it gives a free kill but decisive is fine which gets you off the killers shoulder for free. at least the killer has to find you and down you to get the rancor reward where as you get the ds reward from being bad
First off you only get to use DS once per game and you can miss. Secondly it doesn't mean you will live and rancor gives the killer an immediate kill as long as you can find the obsession and down them. There is a very big difference between them. Also using ds doesn't make you bad. I've seen youtubers such as Monto using DS and they're excellent survivors. If you're just mad that some one hopped off of your back then say so but don't insult someone's skill level simply for using ds. It's not like you can keep getting away for free the entire trial. I've had people hop off of my back and got them right back up there in a matter of seconds. It's not like a flash light where people can shine it in the killers face to free some one as long as some one still has battery left. It's a one time deal and it doesn't grant you immediate escape. Obviously ds has nothing to do with Rancor and the two though both crutch perks are not really comparable.
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@DeadByFlashlight said:
@BigKrazyKag said:
@DeadByFlashlight said:
@BigKrazyKag said:
@DeadByFlashlight said:
Rancor already is quite weak in my opinion.It is if you don't find your obsession at the end of the game. But I think it's very obvious that you can find them hanging around one of the doors. It just seems like a bad idea.
If a survivor wants to stay hidden, it is very well possible.
You dont wanna know how many times it happened I had to search 10 minteus for the last claudi because they were too scared to search for the hatch.
And you dont even need to do anything, you can simply wait until your team opens the gates and then they can even escort you to the gates if you are still too scared
What you are suggesting is a good idea. I was just in a random game with random people that I was not in communication with is all so I didn't know when the door was gonna be opened. The team I was with was God awful anyways so I wouldn't have relied on them. I just kept on the gens because they kept going down so it seemed like the perfect time to make good on the distraction. I've learned my lesson not to try and be a hero when I know they're just gonna go back down again.
So you say a perk is OP because you had a bad random team that didnt know how to play?
No I think that it's OP because it's a free end game mori and you don't even have to hook first before being able to do it.And it's not like Myers where you need the add on and tier III which comes way slower than usual because of the debuff associated with the add on. I'm just saying that it seems a bit unbalanced. But she likely wouldn't have even gotten me if I could have relied on a full team of people who knew what they were doing. I'm not saying that it should be nerfed simply because some teams are bad. I only fell down once that game and that was right before she killed me and I was never hooked. That's what I feel is wrong with it. But again I wouldn't have even died everyone had been more stealthy in the first place and that would have made me more confident that I could just wait and some one would open both doors. But that's not why I'm oppose to the idea of a free mori.
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@DeadByFlashlight said:
@BigKrazyKag said:
@DeadByFlashlight said:
Rancor already is quite weak in my opinion.It is if you don't find your obsession at the end of the game. But I think it's very obvious that you can find them hanging around one of the doors. It just seems like a bad idea.
If a survivor wants to stay hidden, it is very well possible.
You dont wanna know how many times it happened I had to search 10 minteus for the last claudi because they were too scared to search for the hatch.
And you dont even need to do anything, you can simply wait until your team opens the gates and then they can even escort you to the gates if you are still too scared
What you are suggesting is a good idea. I was just in a random game with random people that I was not in communication with is all so I didn't know when the door was gonna be opened. The team I was with was God awful anyways so I wouldn't have relied on them. I just kept on the gens because they kept going down so it seemed like the perfect time to make good on the distraction. I've learned my lesson not to try and be a hero when I know they're just gonna go back down again.
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On another note I wonder if they're ever going to add in game voice chat. That would be great especially for new players who don't know anyone who plays. But there would have to be a mute option as well because of squeekers and what not. Just a thought.
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@Esheon said:
BigKrazyKag said:@Esheon said:
High risk, high reward.
BigKrazyKag said:
Makes me not want to use decisive strike simply to avoid it.
Very funny but I'm serious. It's a free kill that no one deserves.
Sorry, I couldn't resist.
On a more serious note, it CAN be countered. The killer doesn't get aura reading, they only get a static alert. They don't know which of those alerts is the obsession. You KNOW they have Rancor, because you see their aura after every gen completion.
Once you know they have Rancor, just move to a different spot and hide when the last gen is completed. While you are down to 1 gen left, try to stay as far away from the killer as you can. If you want to be extra careful, either wait for someone else to open the gate or make sure the killer is in a chase before you try to open it. Once the gate is open, leave immediately. After finding out they have Rancor, you have 4 gens worth of progress to plan your hiding spots and escape route.
Ya I thought about that and it is a good idea to hide but there were two of us and we didn't have any communication so I didn't know which door the other remaining person was going to so I kind of got screwed. lol. Basically it seems like your only option is to remain unseen which in fairness I was unseen for most of the game but she guessed which door I was at so it ended in disaster. What really ticked me off though more than the mori was the fact that I did over 3 gens by myself. That should never happen. lol.
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@DeadByFlashlight said:
Rancor already is quite weak in my opinion.It is if you don't find your obsession at the end of the game. But I think it's very obvious that you can find them hanging around one of the doors. It just seems like a bad idea.
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@Esheon said:
High risk, high reward.
BigKrazyKag said:Makes me not want to use decisive strike simply to avoid it.
Very funny but I'm serious. It's a free kill that no one deserves.
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It depends for me. End game is fair game. It doesn't take very long to open exit gates and I can't likely guard both. But I can take you far away from the gates and wait for your rescuers. Also if you pull some one off the hook like 3 seconds after I hooked them it's not camping. I don't even see it as tunneling. Use your heads. I also don't early game camp. I prefer your friends don't get a bunch of gens up while I sit and do nothing. Plus it's boring watching you exercise. lol
