SaintsxSinners
SaintsxSinners
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- SaintsxSinners
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I'm on base PS4 and it's running better than it ever has
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@xTalon32 said:
I agree with a lot of this. But killers have Gens to guard and survivors to kill. Saying that telling survivors to actually do their secondary objective is unreasonable isn't fair. There are viable counters to punishing perks like NoED and Unbreakable. So I don't think perks like these need to be changed because players can't be bothered to use those counters.
Specifically I'll talk about NoED because it's one of the most debated perks. It doesn't punish you for doing your job, like you said. It punishes you for only doing your primary objective. While killers have no choice and have to do both of theirs to some degree to succeed, survivors do not. They can completely ignore totems. And this perk capitalizes on that choice.
Next up is Unbreakable. This perk is only useful like NoED when the killer ignores hooking and instead slugs. I say hooking survivors is a secondary objective for killers because by guarding generators well you make it easier to do this.
Perks that capitalize on the decisions of the opposing team are fair in my opinion. And while things like Adrenaline and Pop seem one sided, they really reward completion of objectives.
First of all thank you for engaging in a positive fashion.
We are in agreeance on Pop and Adrenaline so I will move past those.
I can see your counter points to Unbreakable and NOED, however. My counter argument will stand as they have powerful effects that require no effort from that party. Here I am not suggesting a total rework of these perks but instead cautioning the approach of adding such perks moving forward.
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@Haku said:
Haddonfield is very liked from the survivor side and is perfectly fine after BL is gone. Pigg is also just fine - people are just terrible with her. When you say terrible map I think of Hawkins as many others. Trully horrible map. Shelter woods is another one. Azarovs too
With multiple platform gens and absurd fence length, Haddonfield is far from fine. I find Azarovs to be pretty balanced. If you do all the gens on one side then yes it favors the killer, but splitting pressure on gens almost guarantees a win (I recognize players don't always think about this but that's more so on the players than the map design itself.)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1149640#Comment_1149640
Alright, give each survivor the same amount of BP generation as killers, then, if we're going to play that game.
While at it, make it so WGLF also has an actual effect like BBQ does.
Yeah, survivors got to keep their add-ons if they survived, but they also got way, way, way more add-ons (and items) to sift through in their blood webs than killers do to get what they wanted with less BP to do so -- unless you decided to plunder chests, and still managed to survive.
Fair, counterpoint. Survivor addons are universal in utility, killers are not.
Now I'm an addons less killer main, but if I want to use a Trapper sack and I'm out on Trapper, I can't just switch killers to get the same effect. Meanwhile if I want to use a BNP and I'm out on Yui, I can go to any other survivor I have leveled up.
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@AlsendDrake said:
Wanna know what's a double slap?
Sounds like they kept the already existing counter which once survivors learn means the perk will be useless, as aparently the second they let go of the gen, the aura goes away, so if they let go the second they hit a check, the killer would get no use of their perk at all.
Hadn't even heard about that.
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I definitely feel like they do because it happens all the damn time.
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Just run bloody Kindred. Even when I'm in a SWF I run it because the information it gives is crazy.
And NOED base is also laughable. Base kit should be about quality of life and optimization, not massive advantages.
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I'm good but I've had to move on to playing more powerhouses (used to be a Clown and Trapper main, now I'm an Oni main and Myers alt). But if these new sabo changes are as bad as they seem...ugh
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Or...or...you can run Kindred...crazy idea I know.
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@BulletsNonstop said:
You wanna make this game harder on survivors I think killers should be slower or have less melee range. There nothing more frustrating than getting slammed from around a corner a mile away because killers have this god like melee attacks. Well on the other side of vaults and I’m going down, I look back and the killers still on the other side of the vault? Wtfff.... killer buffs... please.. yeah let the devs hand you more than you already need
...that's absolutely adorable
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Pop Goes the Weasel
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@Hero_awesome said:
https://forum.deadbydaylight.com/en/discussion/comment/1105023#Comment_1105023
I'm with you the last killers have been kinda weak honestly. Oni is terrible,Demo is alright but no S tier by any means.
Oni is terrible? Mans just below the top tier killers.
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200 hours played? Well theres issue number one right there. Also play killer a bit. Killer mains who were around before Ruin was nerfed are probably the best totem hunters in the game. Get game knowledge and you won't even need the perk. Usually when NoEd goes off on me I can find it within a few minutes if even.
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@Tactless_Ninja said:
The cap is fine. How unnaturally fast do you need to turn to slap someone?
This another parity issue with PC? Can't they mod their FoV? PC players are already boosted when you just need positioning.
It's honestly not fine for killers, survivors sensitivity can and probably should stay where it is. It's not so much about parity as with the bad FPS and how quickly survivors can turn, sometimes you just can't spin your camera quick enough to hit them. It would also help with mind games and being able to quickly flick your camera to hide or change your light for a moments hesitation from the survivor.
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Thanataphobia is actual garbage. It's like 12 seconds extra with a single person doing a gen if all four are injured.
Discordance is excellent situational awareness if they stack but what else? It doesn't regress a gen, it doesn't hurt a survivor and the killer can only chase one at a time. It's one of the best killer perks no doubt but no nerf is needed.
BBQ is a B tier tracking perk outclassed by Thrilling Tremors. Unless you're Oni or Nurse I wouldn't run it outside of the bloodpoints bonus.
Overcharge...see my first sentence about Thanataphobia.
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I was there when I was new, as you get more experience you won't mind these things as much because you learn they actually help you. As people stated above, fake the pickup if someone is around with a flashlight. Also get in the habit of always looking at a wall or obstruction when you pick up, even if there's no flashlights, it's just a good habit to get into.
If they're blocking a hook just hit them, it takes around 3 hits for someone to wiggle off (depending on distance and if someone is running Breakout for some stupid reason). If they're blocking that means they're not doing gens and you get free hits which is map pressure. Once you grow as a killer and become a better one survivors will recognize that you're not easy to play with so they'll usually stop body blocking tactics because they're only helping you. Hell, sometimes if I'm carrying someone and another body blocks I'll get the hit and if they're still around I'll just drop the survivor I was carrying. Now I have two people in chase essentially which means at worst two gens can get done (this of course depends on the situation.)
You just have to learn not to let survivors get in your head and upset you to the point that you make mistakes. It's frustrating and first but keep at it.
One last tip is if it's the endgame and everyone, or even 3 people are alive and you manage to down one, look around for another survivors in the area. At this point they'll all try and take hits most of the time, especially if the doors are open and you're close to them. Hit at least one before picking up, this means it's unlikely the one on your shoulder will wiggle off.
We've all been there friend. Keep at it.
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I like the way you think friend.
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...cool
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Just keep complaining about him, eventually survivors will start DC'ing, he'll start "overperforming" and he'll get nerfed...I mean the bad survivors will DC...good survivors realize he had counterplay.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1067329#Comment_1067329
I did say in my first comment that I still wouldn't think this perk would be good even if it was permanent. It would make it a lot better if it was permanent but nowhere near Iron Will or any other meta perk.
On it's own sure, it's not really too useful, but that's not how this game works and no one seems to think about the bigger issues when they talk about balancing and powering up perks. You combine Iron Will with Lucky Break and you have a build that completely takes away a killers ability to track you in a lot of situations.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1067302#Comment_1067302
Why are you even comparing scratch marks with blood? Blood and grunts of pain are only a thing when you are injured and you can still track without them. Blood isn't even that useful except certain situations.
All used to track. I would say it's only situational for killers that lack the awareness. And if it isn't that useful why would you be pining for it to be permanent?
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1067265#Comment_1067265
Grunts of pain give you away a lot more than blood does but IW is permanent. I see no reason why this one shouldn't be permanent.
Do you just want to permanently take away scratch marks with a perk so we can take way all forms of tracking?
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Make it permanent? I don't think survivors realize how often blood gives away your position to good killers.
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Imagine thinking the PTB is a good testing ground for statistics...hey Devs
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/948390#Comment_948390
But that's one of the biggest problems is map design. And as a killer, you never know what map your going to unless you use an offering. Maps shouldn't decide the outcome of a game, skill should, but it doesn't work that way. You can have a bad team on a good map against a good killer that isn't mobile, and there gonna lose most the time, because they just can't cover that much territory that quickly.
If you go in thinking my killer or my power is weak on this map and that's the end all then yes, you will lose most of the time. If you go in thinking more "ok, this is a tough map so how can I put it in my favor?" Then that's a better attitude. Look at what gens you want to keep, think about your rotation, what gens you're willing to give up, are you applying too much pressure on a side of the map that you shouldn't be, are you chasing on a side of the map you shouldn't be, how are you pathing? There's so much more to playing killer than your power.
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That would make her have almost no counter play. The typical (and slightly douchy) mantra of "get better" applies here. If you take away her slower movement speed what's her biggest weakness? The fact that she has to reload in lockers? Some maps and loops just aren't going to be good for her and that's the way it is. Nurse has her bad maps, Trapper has his, Billy has his. It's just how it is. Not everything is going to go your way 100% of the time, once both killers and survivors understand this the game will be in a better place.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/943396#Comment_943396
Or maybe because the removal of a perfect fine tool in game suggest that the devs are not capable of prioritizing the serious issues
Really reaching with that one friend.
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@FusionW said:
It's amazing to me what people complain about. Literally takes like 5 seconds to switch role. Finding things to complain about won't make your experience better.
Yeah...that's this community. If they can find the smallest thing to ######### about they will...because they switch roles so often that not having the button is an inconvenience.
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You're going to have to deal with it at some point so just learn to power through it or hit the skill checks. Sounds douchey but that's honestly the solution.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/939679#Comment_939679
Wait times and ######### games. Just unistalled. See ya!
How does that make it killer favored? That has zero to do with the gameplay.
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@malloymk said:
Can't speak for PC but on console it's definitely killer favored. And I play both. Survivor is almost unplayable.
Are you high boy? How is survivor almost unplayable on console?
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@konchok said:
I literally started to play pig yesterday. It took me 2 days to go from rank 20 to rank 10. Now, to be fair I really like the pig and the build that I've got on her. But give me a break if you think that playing killer is hard.
...was that supposed to be impressive?
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@DBDIT said:
https://forum.deadbydaylight.com/en/discussion/comment/938145#Comment_938145
I just don't use those personally, like I saw PopGTW in the shrine recently and didn't even get it. If I wanna slow down the game I use thrilling tremors + overcharge and go after survivors in between cus someone is gonna want to save and when they miss that skill check I get the notification, they hide for a minute, I kick it again etc. Rinse wash and repeat.
I use Thrill for information, Pop for regression. At high ranks I don't find Overcharge worth it personally.
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Without a slowdown build you're going to get gens popping too quickly most of the time. I'd love to switch up my typical set of perks for killer but at the same time I want to feel like I actually have a chance at the game.
When I play survivor I get to go spicy with my builds. Outside of Iron Will I don't feel tied to any perks. I've stopped running exhaustion perks as a whole currently and it's been really fun. I play different and I play smarter.
But balance is difficult. If they slow down gen progression as a baseline, killers like Nurse, Spirit and Billy with ridiculous map pressure will just thrive a lot of the time. At the same time they'll have to adjust all of the slowdown perks and addons to compensate. The balance is in a really weird place.
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What did I just read?
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Nah, Discordance let's me know where I need to be immediately, Surveillance, meh, it just tells me to maybe get there eventually. I'd rather have Discordance and Thrilling Tremors. Also I have to ensure I kick a gen to get value out of Surveillance.
Also I'm not sure how many people realize this but you can hear when a killer has Surveillance as a survivor. The gens are noticeably louder during repairs.
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Just you fam.
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@X_Scott said:
How can you abuse it? You get 1 shot and it's gone, like deliverance. If anything, it should just be a built in mechanic against tunneling.
Built in mechanic?
Stop talking and leave this establishment...immediately.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/899174#Comment_899174
Optimal swf groups won't have much of a benefit from that because optimal swf groups are already communicating every relevant information to each other. Kindred doesn't provide any more information than having voice coms, that's why you will NEVER see kindred used in a competent 4 men swf group on coms
It's a buff either way. And it makes it much easier to triangulate where to go next. If you like Kindred so much...just run Kindred.
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Do you people think about balance before throwing out ideas? Like you realize there are a lot of aspects to look at before any change can be made.
You think "it helps solo survivors." As other people said it also helps SWF's. That information is valuable period. You have the exact location of every survivor and the direction in which the killer is going. And those auras stay as long as the person is on the hook. It gives SWF's and solo survivors exact information. No more guessing, no more rough estimates. No more saying "I'm kinda close. Are you closer than me?" "Well I don't know where are you?" "I'm on the gen in the back corner back a tree." "Well I'm on the gen in the middle building." No, you know exactly where everyone is, what they're doing, when and where you should rotate next, where you shouldn't loop the killer, what pallet was just dropped and probably a handful that I haven't even named.
All of that information is valuable and takes away from the killer. If someone runs it as a perk at least I know they're paying a cost for that information. Base kit means all of it is free. That's entirely too much.
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Sure, just make the aura reading from BBQ or Bitter Murrmers base kit...sounds pretty stupid doesn't it?
Kindred is extremely good in its current state. You get mas situational awareness for each time a teammate is hooked with no downsides and no counters. All of that information is extremely strong. You can know, David's on the hook, Meg is doing a gen in this corner while Feng is doing a gen in this part of the map. The killer is headed to Feng, my gen is almost done. If I finish my gen, I can get the save and go towards Fengs gen and finish it since she's likely being chased. If Meg gets the save I can just finish my gen then go to Fengs while Meg returns to hers. Do you see the snowball effect of information? Kindred is really strong, perks are all about tradeoffs. You choose one and lose another, that's how you build.
Base kit should be purely about optimization and quality of life. Not mass information and situational awareness.
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The third guy on the team was probably in a SWF with those players. And matchmaking in a ranked based game like this with no casual option is never going to go well. Either they're really strict on it (which would effectively ruin a lot of SWFs and cause que times to skyrocket) or they're a bit more lax (which would lead to too many SWFs bullying low ranked killers). I think what they have now is the best medium thus far. Survivor matchmaking times are extremely long on console though, if they get any more complex those times won't get any better.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/891940#Comment_891940
Sounds like noobs.
Hunters should do dmg, competitive it was played in pro mod which removed the +25 cap. Survivors rushing through the map, dictated the pace of the game and making it hard for infected to coordinate their attacks. Tanks are okay and fine to deal with at almost any place and even if you get killed once, it is not the end of the world. There is not a single pull performable by a smoker that can kill a survivor without being saved by others, they did make a mistake prior to it mostly a boomer blocking LoS for them and they didnt spam right click. Pulls are possible but only against people who do not know how to deal with it.
If I remember correctly you could pull survivor in certain spots, like off an adjacent ledge, they would hang and if you were shot the survivor fell down and were incapacitated.
As I said I think L4D is a well balanced game, I had no gripes, it's arguably in my top 5 favorites of all time. But it wasn't perfect for everyone.
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My lord you all need to calm down. Do you all want to develop, fund and balance a game? They have over a million people playing the game and a long list of gripes to address. Give them time. They aren't going to immediately respond to every single post considering they probably already saw it.
Name me one multiplayer (much less asymmetrical multiplayer) game that's perfectly balanced in everyone's eyes? I'll wait.
They're trying to add more content, fix bugs, and balance the new with the old. There's a lot to do and coding all of that isn't easy. Not to mention patches can cost upwards of a million dollars just to push out on a single platform. They can't push one out every week. Playtesting is fine but a lot of balance has to happen on live servers, even for AAA games. Legion was just released a year ago and they've worked on them what, two times already? There are issues older than Legion in the game. Balance isn't easy.
Just breathe, it's a game. You'll be ok.
@peanits. Bless you, I don't know how you deal with this lot day in and out.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/891919#Comment_891919
What list? Sure there were gripes but in the end the games were balanced at all times, changing meta a bit here and there but anything being overlooked or becoming too powerful and it would be changed.
What issues did you have with l4d/2 ?
I thought L4D was a fine game. I had no major issues with it, but my old inbox would tell me that it wasn't perfect for everyone. "Hunters should die in a fire and shouldn't be able to do more damage if they pounce on you while you're on fire." "Tanks shouldn't spawn at this point." "Survivors shouldn't be able to rush to the safe room that easily." "Smokers shouldn't have locations where they can pull you and no one can save." Those are the ones I remember.
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@Endstille said:
How about Natural Selection 2, Star Craft 2, Dota, Quake, CS, L4D, L4D2... list goes on.
My post accidentally got deleted but you're telling me there were never any gripes with any of those games? Because I can tell you from experience with L4D and L4D2 that I had a list of them that people used to send.
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My lord do you all want to balance and develop the game. I have gripes and issues with the game as much as anyone but at the same time you all have to realize BHVR has over a million players playing their game and a list of issues to work with.
They've been making steady improvements to the game while expanding all around. On top of that they're adding new changes while trying to balance out the new with the old while trying to keep the group of you toxic impatient people happy.
Calm down, it's a game. Name me one perfectly balanced multiplayer (much less asymmetrical multiplayer) game? I'll wait....
Give them time. Patches cost money to put out so they can't push them out every damn day. Reworks take time and play testing, even with AAA studios they don't know how it will play out on live servers. The worry with Legion after the PTB was they would turn into a lighter version of old Legion, they immediately addressed it. They literally came out a year ago, there are a lot of issues on the docket. Breathe.
God bless you @Peanits. I'd go mad dealing with this lot day in and day out.
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@Peasant said:
Aside from their perks, Legion was a disaster.
The marketing for Legion was misleading. Their trailer (The animated short) could have probably been used in a lawsuit for deceptive selling of a product. Balance wise, they were originally broken(downing in Frenzy, then still broken (Infinite mending) and finally ultimately broken (It is ultimately better to not use their power then use it in literally every scenario.)
If it wasn't for the fact the Discordance is very good and that the other perks have their uses, the community would honestly still be complaining about them.
I hate to go off topic but boy could it not be used in any kind of lawsuit that went anywhere.