TheClamMan
TheClamMan
About
- Username
- TheClamMan
- Joined
- Visits
- 24
- Last Active
Comments
-
It's bad practice for the killer. Camping and tunneling may get you a 4K at higher ranks but as you approach red ranks it becomes harder to get 4Ks because survivors are better. They become way better at looping and getting gens done. By camping and tunneling, you miss out on BPs. You allow survivors to get gens done which as killer you are suppose to prevent. In the time you were camping you, you could've been chasing and hitting/downing other survivors, regressing gens and prevent gen completion. Survivors will also DC for camping/tunneling killers which again, causes you to lose out in getting points. If you don't care about your rank or maximizing your BP then continue camping/tunneling but you're only hurting youself in both rewards and getting better at the game. The most fun I've had playing DBD is going against killers that brought no perks or addons and still got the 4K without camping or tunneling because they were REALLY good.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/759734#Comment_759734
I said, make them unsafe.
I see. Unsafe how though?
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/759638#Comment_759638
Making loops more unsafe. Getting rid of Haddonfield. And yes, there are perks that shorten chases, Spirit Fury and Enduring come to mind, but there are always more pallets and a good Survivor can loop regardless.
So reduce the amount of loops and windows? If so how would you balance that? I mean there are only so many loops and windows that can be used before they become useless.
-
@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/759681#Comment_759681
Ruin only works on bad survivors.
Instadown is limited to extremely harsh circumstances. Most killers won't have them readily available to them.
Well we don't need to worry about instaheals anymore since that is going away. But I don't think ruin works against bad survivors. I think really skilled survivors don't worry about ruin because they are just good at hitting great skill checks which just boils down to their skill level. Ruin will slow down the game unless you can hit every great skill check and it slows gen progress so much that almost everygame I get the killer uses ruin which leads me to conclude that the speed at which gens can be done is an issue. Killers shouldn't feel the need to bring one perk that could make or break the game.
-
So one big thing I'm getting from this is map design which is something I can agree on. I think more mind gameable pallets should be a thing. I don't think perks or addons are an issue though
Toolboxes are a thing but so is hex ruin
Intsaheals are(were) a thing but so are instadowns
I honestly think the debate of who is too OP or weak stems from the players skill level, who they are matched with and, now from what you all have convinced me, map design.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/759571#Comment_759571
Most map design favors Survivor's. Various perks that help extend chases. Time itself. The Killer needs to have 12 hook events to kill everyone. There are four Survivors and one Killer, so numbers too.
I can understand the map design in a way but how could the maps be redesigned to be more balanced? And as for perks, there are some that help extend the chase but the killer also has perks that can shorten the chase.
-
@Liruliniel said:
Just starting out. Killers are in the favored position. As survivors get more acquainted with the game it becomes survivor sided heavily.
But how? What do survivors have that makes the game lean to favor them more than the killer? I haven't experienced anything in my 2 years of playing this game that made me think that with the exception of the original MoM.