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Kalmorph

Kalmorph

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Kalmorph
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  • I don't quite see an issue here, or rather, if there's a problem for both sides, isn't it balanced then?

  • @BasementDweller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2300428#Comment_2300428

    None of those perks are toxic, and most of them require skill.

    I can agree that NOED isn't toxic cause it's the only "good" perk that doesn't come from a killer, and also gen rush is something fairly easy to do, but If you go into a match already expecting to lose 5 gens, you're assuming even before the match start that you don't have skill.

    As for the topic, that goes without saying, lobby already have a hella big amount of time, matchmaking already sucks, imagine putting even more separated people.

  • "you don't even really need to loop properly if your on 4 man that communicates and pumps gens out"

    So it's not just me that thinks like that, am I safe to assume? That's not balanced! Don't get me wrong when I say about playing with brains off, that's not the point, but judging how the game grant so much space to survivors for their mistakes.

    A few examples go, for a start, on SWF's and how the exchange of information makes it barely impossible to bear for the killer, and since the game allows so much space for them, where they can even bully the killers while in the trial. Looking at Youtube about agressive survivors took me to this perspective of SWF with meta perks, where they could legit teabag, run while flashing light and abuse the game survivor freedom of a few mistakes. I doubt a killer that does that amount of trolling can get at least 2K. That's something I read on comments of that video:

    "Survivors have this double standard that killers cant punish your mistakes. We sit on a gen and try to last sec unhook the killer cant come back to stop that so you get punished, unhooking infront of the killer and getting tunneled, sitting at the hook while the killer is there, not running ds and being in the killers face. "

    Again, the point is not judging these gameplays; the video in question was about Survivors being toxic, but my point is the game allowing space and freedom to survivors to do that and not get punished ingame.

  • My first thought with Bwsted comment that triggering a skill check in the right time doesn't seem anything hard to me. But thanks, didn't though that Survivors had that much sort of metagaming, Lexilogo. Already bumped on some sort of loop types knowledge that made me think that they were harder to master than I thought it was.

    Although, something that now gets to me that I don't know what it is, why playing as survivor is easier. I don't get what it is, why or anything like that, I'm not an EXPERT killer, just decent. I know how to loop, moonwalk and think about the whole map pressure, map knowledge, gens, and all these sort of things. I already know that everytime, someone will trigger an Dead Hard and I always delay the lunge a few seconds before going in. But still, it's just so... tiring. I can't play more than 3 matches without getting mentally exausted.

    Also, I don't really approve the idea that 4 people needs to have an easier job just cause they tend to do more mistakes. So if the premise that 4 players playing well and without mistakes, and the killer playing well and without mistakes, things have to be in favor of survivors?