Munix
Munix
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- Munix
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@The_Trapper said:
https://forum.deadbydaylight.com/en/discussion/comment/565212#Comment_565212
So you want a perk that counters slugging AND more? That's like having BBQ reveal survivor AND blocking all generators for 16 seconds. Perks and styles of gameplay work in some ways and negate others, that's how it is and should remain. Nobody wants perks that counter more than one style.
In one of my replies before you commented I said I would prefer something like this in the game as a passive effect AND to change the anti slug perks into something else.
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DS is kinda not great since most killers can tell you have it by way of obsession, and doesn't really work well unless you play reckless within that 60 second window to get it to go off (which is an even bigger heads up you have it). So killers just wait it out lol. No Mither isn't a great option cause you're constantly 1 hit down. And Unbreakable is prob the only half decent option.
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@ChesterTheMolester said:
How about Killers get all perks that counter unfun tactics into their base kits?
Killers find looping not fun, Lets make BS, Spirit Fury and Enduring base kit.
Killers also find the gen rush unfun, how about Ruin, Lullaby, Corrupt Intervention and PGTW in their base kits?
Yes if you hate something use a perk to counter it.
Looping is about the only thing survivors have to do in a chase? so I don't see the comparison. Gen rushing usually only happens w/ SWF. I know it sucks for killers, but it's either you guys get a SWF that is coordinated or 4 solo players who are probably going to all die or only 1 person survives.. soo there's no happy medium there. deal with that like we deal with 1 hit downs and mori or save those for SWF :)
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@Atrushan88 said:
@Munix The problem is you already have a wiggle progression increase in flip flop. You have unbreakable, and no mither, and even tenacity. Also again, it is NOT hard. Every time I've been slugged and left, I've been picked back up, unless it was just 2 of us left. I've also crawled to the hatch as the last survivor before. The only time slugging should be discouraged by in game mechanics is during the EGC, because that's just not fair to be forced to endure 3 minutes of crawling with the killer following you just to be a dick.
And you're forcing people to take up a perk slot to counter something that shouldn't be a massive concern. They know its an issue and try to counter it with those perks. I think the real answer is to change these perks to something else and put something passively in game. I'm fully aware of those perks and their reasons for existing, but thanks for the heads up. You said "unless it was just 2 of us left". THAT'S MY PROBLEM. They're ruining the game with being dishonorable. Coaxing someone into acting as a team player, and baiting them into attempting to rescue another survivor. How is that fun for anyone? Should we all just leave the last 1-2 people behind and be selfish? Assuming the gens are even done and the gate is open. Do we not care if everyone is having fun as long as we are winning?
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@Atrushan88 said:
Slugging IS needed. If you don't slug, and you got a 2k, the other one is almost guaranteed the hatch. If you are having a problem WITH SLUGGING specifically, you should bring an anti-slug perk. Also this is not like camping a hook, because you can leave the slugged survivor to look for the other one, and be healed off the ground. Survivors DO have aura reading of slugged survivors, unless the killer brings a specific perk to counter that aura reading. I've slugged countless times, and that does nothing to stop survivors. Sometimes I will find 2 near each other, slug one, go after the other, and come back to the other two both healing that slugged survivor. There are counters, your team(or you in the case of anti-slug perks) just needs to be efficient at using them.
I don't think they're guaranteed the hatch by any means. The killer usually explores the map freely and would be more likely to find it/know where it is. Yes I know that people can be picked up from dying, but that's a lot harder to pull off outside of SWF; mainly due to people wanting to survive for that 5k bp, and leaving your butt in the dust. And I didn't say to remove slugging from the game... I just want it to be a more tactical decision. Are people even reading my post? I'm purely talking wiggle speed when multiple people are slugged. It's not that overpowered of a concept.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/73922/anti-slug
Slugging is a much needed tactic for the killer's arsenal. You already have tenacity, unbreakable, no mither and flip flop as reliable counters. You literally need nothing else. It is more often than not the right choice once you get to higher level play. Just learn the game thoroughly instead of trying to strip tactics away from killers.
Those perks are ONLY good as counters to slugging. Other than that are useless in every other aspect of the game. instead of tying up a perk slot to counter slugging they should just put in a passive mechanic. And slugging is not "a much needed tactic" IMO, but you're entitled to your opinion.
P.S. my idea on this mechanic is not set in stone on how I think it should work. Making it not take effect until.. 10 seconds could be more fair. Or not even starting until 2 people are in dying?
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/561517#Comment_561517
Wouldn't that be equally relevant for this thread? Couldn't you take time to get better against GF and learn how to most effectively break his shroud? I mean, he can't stalk at all if you just look at him for a while.
That's a good point, but I never said I had a hard time against ghost face. I just don't agree with the meta he brings.
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I just see a lot of what seem to be killer mains crying about Ghost Face. IMO that's the problem. People that are probably just not taking the time to practice with him and saying he needs to be buffed. It's like a new player trying Nurse saying she needs to be buffed.
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@SteelDragon said:
Ghost face is not that strong dude if anything using his powers sometimes can be a detriment, alot of times i have given up a free M1 hit just to try and stalk them more to get that 1 hot, then i get taken out of my power super easily, end up hitting them and i lose all the stalk progress, also you need to crouch and go in at unexpected angles or people will see you coming and just run, thatt requires you to crouch and basically go the long way around to try and find a angle on the survivors or they will probably just here you if you just walk to the gen, all this requires time then add on top of that the time it takes to stalk them then chase them and you are wasting more time on GF then just using another M1 killer. his power needs to be buffed to make it worth spending that time to get an angle and stalking them for that one hit. i think they should make his power permanent or after getting a complete stalk on someone he gets a small speed buff to help catch his target
He isn't actually that bad my dude.. and if you're giving up free m1s then maybe its how good of a player you are that's the problem. P.S. Try to lean stalk. You can get the exposed in 4 seconds w/o addons. With addons it's obviously less.. that's not much time if you count.
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@DoubleTap said:
Legion is more powerful than Ghostface. . . and that's saying something.
you're crazy if you think that.
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@AStupidMonkeyy said:
All of that seems to be nerfs to killers and buffs to survivors. Also, Ghost Face is trash past Rank 12. Without add-ons, he is a joke and I enjoy going up against him because he is easy to beat. He has a 30 second wait period to use his power. As long as you are watching, it's not hard to see him first. It's definitely not hard to break him out anymore without add-ons. I disagree with everything.
(Edit: I'm ADHD. It is not some kind of joke. Please don't make cracks at mental illness. In my videos, it's hard for me to concentrate longer than 10 seconds. I get easily sidetracked. It's why I sing a lot. It helps me focus. Something I learned to do as a kid. The lunge is fine. They even made the animation match the swing because of everyone complaining. Now someone is still complaining.)
I have ADHD too... calm down bud. And you disagree w/ everything, but you haven't given feedback on anything other than 1 thing. And if you think M1 killers are the future of this game then :\ some of the better killers are ghost face and mike meyers right now.. soo uhh, what? lol.
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@Volfawott said:
When it comes to mettle of man and Legion the nerfs where necessary however they were Overboard.
They both had problems that they needed to have addressed however they fix the problem with one hand and then gutted then with the other.
The same thing goes for the pig's end game changes, everyone was suggesting multiple different ways that could have worked a lot better and still being viable for endgame builds. Instead the method a chose which removed any presence that the traps had after the generators were finished practically turning them into glorified cosmetics that gave the piggy some extra bloodpoints.
with how quick some of the updates come after something new is "busted", it makes me question how they could of thoroughly tested the change. They'll let us find the bugs and report them, but won't take our feedback as to how it should be balanced. Wild, huh.
As for Pig, I don't play her nor play against her very often. I think she's strong enough with a built in skill that could arguably slow the game down more than Hex: Ruin. Should just use perks that let you get to survivors ASAP to get the most use out of them early game and extend the time it takes for them to do generators - because the longer the game, the better it is for the killer. Discordance, BBQ, and w/e other 2 perks could help get that ball rolling.
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I like how people are saying "just get protection hits lol. y so hard." Well, because then we're close to being put into dying state where it resets the token count? The best part is there are plenty of killers, add-ons, and perks that put people into dying with 1 hit. Making the current version of the perk useless. We have to take 3 hits, escape 2 times (minimum), and heal 2x (minimum). OH and by the way, when you heal more than 12-16 meters away from the killer (depending on the rank of it), it tells them where you are once the heal finishes. That matched with the highly used meta perk, Nurses Calling, most of the time you're not safe to heal without a big "here I am!" no matter how far/close you are. By the way, did I mention it also increases your chance of becoming the obsession? I get that it was pretty damn good at one point, but now it's borderline useless. Right up there with Left Behind, that was kinda made useless when they added the endgame mechanic, but that's a story for another time. The problem with relying on protection hits while unhooking is that it could end up as an unsafe hook if they get hit next, which is no good, or you get put into dying and it resets anyway.
Some of things they can do to fix this.
Idea #1. Remove the reset of tokens
Idea #2. Remove 1 protection hit needed, and the aura given when healed.
Idea #3. Make it only reset if you get hooked... and maybe make it so you can pick yourself up. IDK, I just think it could be better without being broken.
It's like they're afraid to give survivors a good perk. I mean, all of the meta killer perks are leagues above the best survivor ones. BBQ and chilli is just a WGLF that is actually useful outside of BP stacking. I could go on and on about this crap, but rather than do that I'm just going to ask they fix Mettle of Man, PLEASE!