Gesteppie
Gesteppie
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- Gesteppie
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This happened to me a few times before, but I have no idea how to replicate it :(
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I believe the beginning of the game is the most unbalanced simply because there a few killers that require setup before the match really begins.
There was a post a while back about altering the beginning of the match by enforcing a heavy progression penalty on gens until one of a few things happened:
- the killer started a chase
- the beginning timer ran out
- a gen was completed
This gives opportunity for killers like Trapper and Hag to set up. They are simply not played as much because they suffer too much time penalty at the start, particularly with those who are new or haven't quite mastered the Killer yet. This would also encourage Behavior to create more Killers that use setup time at the beginning of the match, rather than just flying straight into the survivors face within the first 30 seconds.
Most other things are reasonably balanced simply because they counter something else in the game.
And gens.... what else do you expect survivors to do? Stand there and die?
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How to repeat;
1.Walk to corner of large hill tile
2.Get stuck
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It happened to me as well a couple of times but I'm playing on PC
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@Milo said:
- Are you the last survivor?
- Are you sure you didn't accidently get into struggle after your 1st hook?
- No I was usually either the 2nd or 3rd to die
- I was definitely no where near close to second phase when being rescued off first hook. Even my team mate who I was in a call with was very confused.
I don't know how to repeat the cause other than being in the same match as a PH :(
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1358344#Comment_1358344
That seems like an overreaction. I don't think anyone will be leaving survivor because of 1 killer.
I've been playing some more, and I've unfortunately been getting a lot of people dcing now because of PH :(
It may be an overreaction, but it's a negative reaction none-the-less which is not good for the games player image.
They're just needs to be some either removal of a passive/ skill from PH or provide survivors with a counter-playable perk/ item considering PH counters nearly every player strategy and hook related perk.
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Undoubtedly he is the strongest killer out there atm.
I've got green rank killers absolutely thrashing red ranks and this is experience from over a few games now.
He has to be balanced properly otherwise they are going to loose a lot of survivor players
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Feels weak? ... please tell me you're joking
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I've played a couple of games against this Killer so far and I have found he is really fun to play against...
BUT...
There are aspects such as his cages, which SHOULD be registered the same as hooks when it comes to perks, because there a lot of survivor perks rely on hook premises particularly DS and BT.
When the killer is so powerful like this, further reducing survivors game play against him will result in a lot of angry players.
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No the Killer did not have Franklin's :(
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@DBDIT said:
I agree. I would also throw how close doors tend to spawn close to each other when endgame hits and the killer is someone fast (Billy, Spirit,Nurse, Clown) etc
Agreed, doors should never spawn on the same wall, or at least the door spawning should take into account which killer it is.
Fast killers make opening doors on the same wall impossible for survivors unless all 4 somehow manage to make it to endgame.
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To be fair, there are SOME hit boxes that just don't seem right. Particularly if the visual aspect of a terrain object does not reflect its hit box. I get clipped on corners so often because in the heat of a chase I'm not worried about that little bit of invisible corner that has... DAMN it just slowed me down because I got caught on it! >:(
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It'd be nice if they could do a deal with ISP's like other big gaming companies do to have priority lanes in connections with players. That would reduce the little "hiccup" spikes and further reduce latency.
"You are a chair, darling,"
"I CAN DREAM, HAROLD"
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@Frosty said:
I've thought of this too. He could have a perk that traps chests, or a old time pistol that was only effective at close range and was wildy inaccurate at distance and would be one ######### with a decent reload time. Just thoughts I had once
Or maybe something that made peoples "hearts" vulnerable when they were too close to chests, like becoming exposed after opening chests or something XD
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Why not though? there could be some interesting mechanics brought into the game by him :)