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jimih1983

jimih1983

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jimih1983
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  • Replying to both =)


    I understand what your saying, its honestly more of a reference to abilities that require 0 user input.

    Those kind of abilities should be informational at best not immunity to damage.

    Even with your build it requires you to actually do something, hook and chase your obsession / defend generators ect...

    You could point too the killer perk ultimate weapon but even that requires you to search lockers to keep activated and even when it reveals something its a generalised idea most likely they are already gone..

    As far as survivor being harder to play, yes surviving solo queue is difficult nobody is saying it isnt. SWF play however is not harder. The difficulty for each side is different, killers have to out think 4 players and hope the perks they brought counter the ones that the survivors brought. Its more about dbd giving survivors repeated get out of jail free cards with the right perks a survivor can take unlimited hits in a match, run faster, fix gens faster than a killer can cross the map to get to them ect..

    When i referred to tunneling and camping it was a bit facetious but it still requires, catching someone, hooking someone in a advantageous area and then fending off up to 3 other people, it requires a bit of game knowledge and understanding of the killers power (I.E. Bubba)... is it fun or fair.... symantics because honestly you COULD ignore it get gens done and get out.

    Look i know it swings back and forth as with any game, the point of the matter is no perk should be without a criteria, and I agree with you on NOED albeit i haven't really run noed for a few years now. Either way everything on both sides should have ACTUAL criteria

    being injured isnt a criteria its a state of the game. Unhooking someone is a critera, completing a generator is, fully healing someone is, hooking someone is... ect... not just existing in the game.

    One of the best examples of a good design of this is Play with your food, which requires chasing and letting someone go, but even then its a token base that you lose one every single time you swing so you need to think about if you want to use it up or not.

    I just wish that both sides had actual things that "has to happen" to trigger abilities and mabye even with a limit on how many times per match it could happen for either side.