MustacheMicky
MustacheMicky
About
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- MustacheMicky
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Comments
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@TacitusKilgore said:
It is needed for gameplay reasons. You make almost every decision in the end game entirely off of how much time is left, and that is important for functional gameplay. The question of "Do i go back and save my teammate?" is answered very different when the bar is full, and when it is nearly empty. If it is never displayed, it will lead to confusion and frustration as survivors are incapable of properly assessing the situation, it will also majorly damage endgame killer perks since they require the endgame timer to have a feel for when they should be using them. (I.E. Bloodwarden)
I wouldn't say having the visual bar is crucial to every decision in the end game. Just like killers listen for gens being worked on, survivors moaning, crows flying off. Survivors would have to be more attentive to the end game timer increasing in tempo to know time is running out. Like hearing a time bomb ticker getting faster when time is running out. As a killer, I never paying attention to the bar for any end game killer perks. The bar only tells me how long survivors have left to make a save. Which I can calculate by the ticker sound without the visual. The only real time I've paid attention to the visual bar, is when I open the gate as killer to let survivors leave and they keep sticking around the gate, wasting my time.
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@Underdawg said:
When some people on these forums talk about balance, I imagine they mean how feasible/viable it is for them to consistently get 4k as a killer or (full) escape as a survivor. When I think about balance I think about agency. All things being equal skill-wise, is there anything I can do to give myself a chance at success?
I think that's the hard part of 1v4 balance. As a survivor, I feel like each survivor wants to feel like a chance at success, but individually when it should be a squad balance. Hence where some always feel unhappy with the balance.
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@Rey_512 said:
Can’t be balanced, you say? So let’s just buff every killer and tell the survivor community to “deal with it” because this game isn’t supposed to be balanced. Killers all get a 5% movement speed buff, only need 2 hooks to sacrifice, and break pallets in half the time.
My post wasn't about the game being killer sided or survivor sided. It's about the mentality that neither side will ever be happy with the changes. Because it doesn't favor them, (both sides.)
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@SMitchell8 said:
Its not a horror game. Its a meme / party game. Horror games don't have neon cosmetics, no fog, light maps, booping snoots, flash light bullies etc etc. If anything, its a horror game when playing as killer.
The sad thing is, it used to be a bit scary. My first play was against a Doctor. I didn't know his madness makes you see illusions of him. So I thought he was teleporting to me, and it freaked me out. But the longer you play this game, the less you're scared. The only killers that still give me that thrill of scare is Myers, Ghostface, Spirit, Pig able to pop on you sometimes. Although Spine Chill can take that fear away. You're right, the devs have evolved it into more of a party game than a horror game. Sometimes not so pleasant memes.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2527083#Comment_2527083
I'm sorry if my word choice made u think this way. I will explain it in other way then. Devs could reveal us statistics and average kill/escape rate. Also it would be awesome if we knew our personal results, so we could compare it to each other and find out it is actually broken or underperforming.
I didn't want to hurt u <3
Oh no, I didn't take what you said as toxic or offensive. I think just sometimes some people on both sides feel entitled to win regardless of the results.
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@SOMENINJANAME said:
It would add much needed suspense. Survivors shouldn't know exactly when they have to escape by. Good idea.
Honestly doesn't change anything about the endgame. Survivors will just have to be more attentive of their time. Thank you.
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@[Deleted User] said:
How can a asymmetrical game ever be balanced. At the end of the day, it's 4 brains vs 1
It can't. Not in a competitive sense.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/283202/asymmetrical-woes-lets-be-real
It will once devs get enough guts to tell whining babies - git gut. Majority of complains comes from players who actually refuse to get better and prefer to abuse broken mechanics. And when balance tuning around babies comes to average or rly good players it becomes a problem.
I found this comment interesting with the term "git gud". Most of the salt I get are from players that feel entitled to always win. In some (not all) of my experiences, mainly when I'm play as a killer, I will get salt messages no matter how I play. No camp, no tunnel get 4k, I'm trash. Camp and tunnel get 4k, I'm trash. No camp, no tunnel, no kills, I'm baby killer trash. Camp and tunnel and no kill, I'm still trash. It's like people complete forget it's just a game.
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Because toxic players forget there's a human being behind the character. It allows them to show the worst side of their own humanity.
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@ToxicMyers said:
Without corrupt I'm starting to think there isn't a way for me to slow down the gen rush
I've been playing around with a surveillance + surge build. Once I've downed someone. Gens in a 32 meter radius explode. It's the same as kicking a gen, so surveillance covers all those gens. Then I can see instantly what gens being worked on. I usually run a killer that can traverse the map decently. (Spirit, Billy, Freddy, Hag, Nurse, Demo, etc)
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1572983#Comment_1572983
I have nothing against killers whether they tunnel or camp. I am however against killers who have biased toward killer, or make bold claims like op did here because they are new to the game.
Tell me if any older player says looping needs to go not like it's our ONLY DEFENSE AGAINST THE KILLER.
Nice assumption that I'm new to the game. Or that I only play killer. I never said they need to get rid of loops. It gets boring, and depending on the map, you may end up in an endless loop. Looping needs to evolve.
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@GoodLookinCookin said:
https://forum.deadbydaylight.com/en/discussion/comment/1547452#Comment_1547452
I like the creativity! I agree I don't think looping is horrible and should be deleted but maybe overhauled or alternatively replaced with new ways of hiding, running, and stalling the killer.
I would agree with this. It's just really boring to keep running in circles. We need plays that both the survivor and the killer have to think. I always look at this game as an asymmetrical chess game. Always trying to out think one another.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1545262#Comment_1545262
Its 2 loops at max as long as the killer doesnt try to double back repeatedly or make mistakes. Only 1 if the bloodlust glitch kicks in. Thats grossly exaggerated.
You forget, killers lose their bloodlust every time they break a palette. So the chase continues at the same boring pace.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1545054#Comment_1545054
No now the killer will force the survivor to vault 3 times to get an easy hit.
Don't blame a killer for a survivors choices. It's just like the windows, the survivor chooses to jump those windows multiple times. They make that choice. Same goes with a 3 jump palette break. If I know the palette will break on my 3rd jump. I'll need to think of an exit strategy. Out smart the killer. If I'm lucky and the killer doesn't break that palette, if a teammate is running "Any means necessary", that palette can be used again.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1542904#Comment_1542904
I would be here for several minutes typing out the counters to all the things you mentioned. You probably know them and simply don't care. Just know that most of those things aren't guaranteed when a killer is truly camping and tunneling.
Nothing is guaranteed for a killer that camps or tunnels. Something that is always missed is survivors ONLY face one set of perks from killer. Killer has to face all those perks x4. So any Swf can have multiple combinations of the mentioned above perks, they play it right, they can escape easily. Maybe the killer might get 1 kill. But for the most part survivors have tons of clutch second chance perks.
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@slimjim75492 said:
Are you saying we need to equip this perk every game you got to be kidding me and if you did your not going to have that option left. You must be killer
Equipping those perks every game is a matter of choice. It's part of the game to weigh out what perk may work for you in a given match. One match, unbreakable or soul guard may be the clutch escape you needed. The next match, it may be a wasted slot because it was never used. Not every killer is gonna get that kind of win, and not every survivor is gonna get that kind of loss.
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As a killer main, I think looping is fine, it's always been a dynamic of the game. But I do think it should be adjusted like the windows had. Just like jumping through the window 3 times until it's blocked by the entity. Jumping a palette 3 times should automatically break the pallet. This breaks that boring back and forth over the palette move until killer gets bloodlust, and forces survivors into a new dynamic of decision making when looping a killer.