Strange_
Strange_
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@Boaris030 said:
https://forum.deadbydaylight.com/en/discussion/comment/1687274#Comment_1687274
just an FYI on number 1, object of obsession works even if you aren’t the obsession, albeit with shortened range.
https://us.v-cdn.net/6030815/uploads/6EX3QVSSGQ92/204212b8-b3fe-438c-8916-8a3a39950e78.jpeg
You're totally right, that's my bad. I RARELY run OoO since I usually solo que. Doesn't your aura appear to the killer though as well? I'd say that's a fairly balanced mechanic. Or does it only show the Killer the current Obsession?
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1687244#Comment_1687244
1. Doesn't it work like that anymore? I remember a few months ago I was able to play against two and they were able to see me, maybe like a year ago.
2. So according to you, you have never spawn next to a totem, I wish I had your luck then because I have spawn literally next to lit totems, in JG, long walls, short walls, in tractors (I had to walk a little bit for the tractor), open up in the asylum,LT walls, again open up with no cover in haddonfield, shack, next to the stairs in badham etc.
3. So going by YOUR logic, it is fine for a normal killer, no Billy, no nurse, no blight, a normal speed killer to walk to a gen just for survivors to finish it next to the killer's face, I'm not talking about being optimal, I'm saying is it fair that a gen can pop before the killer gets there? Play a normal killer on ormond without corrupt and hope you see crows or something to try to delay a gen before it pops.
If the maps were designed good, example coal tower, then most people wouldn't use corrupt, btw which is a perk that once it's gone it's gone forever, UB still has the 30-35% recovery speed, DS still has a passive "effect" which is the obsession icon.
- OoO only works when you are the Obsession. There really isn't anything else to give context on in regards to this argument.
- I didn't say I never spawn next to a Hex Totem, I said I rarely if ever spawn next to a Hex Totem that is lit, and if the Killer is running HU + Ruin, then I only have a 20% chance of the totem I spawned next to being HU. You're relying on RNG for your argument, but RNG applies greatly to DS and UB given the atmosphere in a current game.
- You're running away from the argument. We are talking OP Killer Perks vs OP Survivor Perks. Considering that survivors have to pop 5 gens, possibly 5 totems, and the door, that yes, that is definitely fair that a gen can pop before the Killer has sufficient time to react. You're disregarding the possibility of 3 gens, that a survivor hasn't been sacrificed, and applying that they are doing gens together. If you let a survivor sit on a gen by themselves for at bare minimum 1 minute and 20 seconds, then that's your failure on pressure. The game wasn't meant to provide the Killer with a 4k every match. How insufferably boring would that be?
- The maps are fine. As a survivor, there are times where I am halfway down the chute in Hawkins and the Killer's hit STILL registers. Do you see me crying all over the forums about it? No. Because I realize the dev team is doing the best that they can with the relatively minimal funding that they receive compared to AAA titles.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1687222#Comment_1687222
1. 3 survivors can always see you, and again if they are on coms which is most likely then they will always know where the killer is.
2. So many times I have spawn next to lit totems so that is my personal statistic and in fact play the nurse map, totems are always visible there.
3. Why do you think people use corrupt? Have you ever thought of that? Some maps are just that big that corrupt is needed to start unless you want more people to slug.
4. You should see survivors as well, it's funny how every killer they play against is unfun and toxic.
- "3 survivors can always see you..." In what parallel Universe? OoO only activates when YOU are the obsession. This means that at any given time only one person can see the Killer's location, which again means that the only time that this argument is valid is in an SWF match.
- "So many times I have spawn next to lit totems so that is my personal statistic" I find this incredibly hard to believe. I have put hundreds if not thousands of hours into this game, and it is far and away rare that I actually spawn next to a lit totem. I guess some people just have all the luck, huh?
- People use Corrupt the same reason people use DS or UB. To extend the game. Your argument then, if you choose to counter my own, is that only the Killer should be allowed to delay the game. Sounds legit.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1687089#Comment_1687089
Not even stronger than what the survivors had, 1 OoO is stronger than that, I can't deny that it's a strong build but nowhere near strong as all those perks together and you know it, now 4 small pp builds, you can't slug, you can't tunnel, even when you don't tunnel you get DS'ed.
"But it's rng dependant" yes but survivors most of the time spawn in totems (except in certain maps most of the new ones and the reworked ones)
So many times my undying totem has broken even before they did 1 gen then ruin.
Meanwhile DS and UB still play out, "waste their unbreakable" still they get the 30% faster recovery or 35% can't remember the number.
OoO always work "but stealthy killers" no their icon still lights up.
DS even if 3 don't have it, just one you have to play around it because there is an obsession.
The OP was using blight a normal TR killer, survivors can always see him except when tinkerer is on but they can still use the icon to track him.
Most likely they were also on coms (not that many can play without a swf) and we don't know what map the OP got, just one OoO is annoying now 3 they were always able to tell where the killer was.
A smart group of survivors will play around undying and ruin, a killer will have a harder time against a build like that.
Edit: I know he played a corn map, which is really hard for blight, the OP did an excellent job at playing it right.
- "1 OoO is stronger than that" No. Just no. The Killer in this scenario can see when you're doing a totem, when you've completed 3/4 of a gen, and can see every other player when they hook a survivor. OoO is likely designed for the solo que. The only way this argument becomes valid is when it is an SWF with coms, which is highly unlikely in a match for most ranks.
- ""But it's rng dependant" yes but survivors most of the time spawn in totems" Where are you getting this statistic from? There are games where I feel like I have searched an entire map and still cannot find more than one totem. You do realize that even if the survivor finds a totem, that it is only a 20% chance that the totem is actually HU, right? I would say the odds are stacked directly in the Killer's favor in that scenario. Your argument is contingent on the idea that every survivor finds a totem near the start of the game, which in my experience is highly unlikely.
- "Meanwhile DS and UB still play out..." This would be like me complaining about Corrupt Intervention. Why should I have to wait 2 minutes for half the gens to be unlocked while a killer gets their bearings? At least with DS+UB the killer has options on how they want to play it. With CI I don't have any options except to wait, lengthening the time of gen completion to 3 minutes and 20 seconds. Killers only have to wait out a minute for DS+UB combo.
- Killers from my experience on this forum are by far the whiniest. Just thought I'd throw that out there lol.
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I am willing to bet that most of the matches are Killers vs. solo ques, and with that being said I am fairly sure that is who the perk was designed for. Could it be abused by an SWF team? Of course. Though for the most part, it is likely being used by solo players, and in that scenario I feel like the perk is perfectly fine. The developers cannot reasonably design the game around SWF teams, because from my experience that isn't the most common encounter in a match for a killer.
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@Crowman said:
I wouldn't even call Tinkerer, Ruin, and Undying a small PP build. The killer has to apply pressure to all survivors to keep off gens and if they ever let themselves get stuck in a chase against a single survivor for long enough gens will just pop anyways.
It's a build that rewards killer for applying pressure, something survivors have been saying killers should do.
In what scenario does a killer not have to apply pressure? Are there a consistent number of games where a killer tunnels one good looping survivor while the rest gen rush? No? Then that makes exactly zero sense.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1687148#Comment_1687148
Dude lets not even pretend killers DC anywhere near the amount as survivors do just from from a statistical perspective of 4 survivors for 1 killer. This is assuming they have the same DC rate which is from what I know untrue but I'll use it for the sake of the example:
4 survivors DC doom 12 teammates.
1 killer DC gives 4 survivor escapes.
DCes alone make the kill rate 75% with the fairest example so do you now see the hyperinflation?
As a survivor main I definitely agree with your statistic when presented that way. I am definitely not trying to favor one side or the other. That was just an off the cuff question that came to mind right away. You make a valid point friend.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1687124#Comment_1687124
Here's the thing though:
How many kills were inflated by a team losing because a survivor instantly DCes?
If the DC itself doesn't count as a kill but the now 3 doomed survivors do it will hyper-inflate the kill rate stats.
Then wouldn't you have to attribute that some survivor wins are from a frustrated killer DC'ing to a strong survivor team? Just a friendly question.
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"The game is only balanced when I can see when survivors are doing totems, when I get a notification and undetectable status when they are near finished with a gen, and when I can see the location of all survivors after a hook. Oh, and survivors should have to cleanse ruin at least 2 times before it goes away, even though based on the odds I have a way better chance of it being at least 3 or 4. BTW if survivors have OP perks they are sweaty, but if I have OP perks I'm just trying to stay competitive."
lol okay.
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Disconnects are evaluated differently than kills, so why would you believe that they are a component of that statistic? Every time a survivor disconnects it gives BP for abandoned, so the game is aware that someone has DC'd, and so far as I know does not count it as a kill.
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This is the equivalent of the killer saying, "I am the only one allowed to have fun".
Had those survivors just brought mediocre perks it would have been a massacre. You don't really have room to talk since your build is just as OP.