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Oreades

Oreades

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  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/952277#Comment_952277

    Wait, what? How does a survivor using a toolbox prevent the killer from patrolling a gen and kicking it? Using pop? Ruin?

    Again you're willfully ignoring the situation, that is players being able to genrush a generator before a killer can realistically get to/patrol said generator.

    to which there is literally no counterplay, short of being omnipresent....

    Ruin at best is a coinflip, it might work or it might be cleansed in the first 15 seconds of the game. Plus it's kinda wasted if you're not dealing with super sweaty players that are going to genrush you. I guess just always be ready to switch to it and pray if you see that toxic last second swap to toolboxes?

    Pop is great but only IF the generator in questions wasn't finished before you where able to get there. But if you're dealing with genrushers it probably was.

    But yeah just patrol the completed generators harder, maybe that'll work...

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/952193#Comment_952193

    Not really, a killer thing just like Brand New part would be something that speed up the hook process, not skipped it

    I think you're missing the point...

    And the point is interaction, even a Mori forces you to interact every step of the way. Where being able to genrush mitigates if not removes completely that interaction and counterplay.

    I'm sure there is going to be some degree of counter to the end that there is no counterplay to being dead, there also isn't any counterplay to a completed generator.

    The difference being a survivor can rush a generator without any interaction with the Killer.

  • It's not removing the step of doing the generator, it's removing the killers role in counterplay because you're completing the generator before the killer has a chance to do anything about it.

    The same way that a mori isn't removing the step of killing the player, it's just removing the survivors role in counterplay for the 2nd actual hooking. Tho at least the killer had to down and hook the afformentioned survivor once before the downed them the second time to mori them which required multiple interactions from both parties.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/951242#Comment_951242

    Survivors arent saints, but they have no tool that changes a game as significantly as a mori

    I'd disagree, BNP and generator rushing is functionally the same thing. It removes steps from the game.

    I'm sure this will garner a "but they still have to do the generator", thing is killer still has to manage to hook you at least once and if survivors can complete a generator before an average killer can patrol over there. They have removed the kicking, chasing, etc phase of the game.

    My second game playing as a killer (ever) I had someone decked out to the nines with meta perks and a BNP completely shut down a game. Pretty much every time I blinked I was getting generator completed notifications. That game was over before it started and they knew what they where doing was patently unfun because they even apologized after the match but "they had a challenge to complete".

    And that was one survivor..... the rest of them had functionally nothing on. Now imagine multiplying that by four survivors decked out to gen rush.

    From that point on I fully understood why some people consider ruin to be a staple perk. Tho even then Ruin only works for as long as it takes for the survivors to get their first skill check and hunt it down. That is of course assuming that they don't just spawn next to it and remove it from play in the first ten seconds of the game. Or they can always just tap the gens which takes a bit longer but totally bypasses Ruin. Because they aren't interacting with the generator long enough at any given time to trigger a skill check.

  • Try not to be salty winners.

    If the killers spent the whole game getting dunked on and they don't show up at the gate, just leave. Odds are you've made the game so unfun that they just want it to be over with,

  • Wouldn't changing it to only apply after the struggle state just encourage people to facecamp the survivor until they are in the struggle state and then allow them to be unhooked? Thus changing virtually nothing about the current dynamic?

    I get that survivors likely hate Mories (I have not run into many of them personally) because they feel cheated but how often do they consider the tools at their disposal for ruining the killers enjoyment of the game?

    In a perfect world people wouldn't need to worry about any of these things because everyone would just play to enjoy the game instead of playing to win at all cost and that goes for both sides.