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serpentk1ng

serpentk1ng

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serpentk1ng
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  • Bloodpoint offerings are great. Always happy to see them, because they have no impact on how my game will go. Same thing with the wards.

    The fog thickening stuff is pointless, and is a waste of bloodpoints. Same with the chests. The Shrouds are generally just detrimental to whichever side uses it, since they do what the opposing side really wants with the spawns.

    Hatch offerings are completely fair, because they give the same effect to both sides without giving one side any real advantage, especially since half the games don't even get to the point where the hatch matters.

    Luck offerings are fine, since they never reach the point of being a guaranteed kobe.

    Mori's are going away whenever they release that final survivor thing.

    Map offerings are genuinely annoying, and should be removed from the game once they add in the no repeat map protection. With the sheer imbalanced nature of the maps in the game, the randomness of which map you go to is the only kind of fairness in the map design. By letting either side control that, it makes the game unfair.

    Oak offerings are one of the most subtle bits of unfairness, because they can function as essentially a 5th perk. By bringing the oak offerings, the maps are skewed more towards one side or the other, since closer hooks allow easier camping, and farther hooks cause killers to wind up with half of the map being hookless. While the effect barely registers half the time, the other times it really makes a difference, particularly on larger maps. It also seems kinda weird that the sort of killer win mechanic can be manipulated like that, but not the survivor win mechanic.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113064#Comment_3113064

    Imagine a perk that if you unhook someone a gen is 15% done

    You have that perk basekit on every survivor. It's called your other two teammates doing gens. Killers don't have that, so they have to use their perk slots to apply the pressure.

  • Lethal pursuer is honestly at a pretty fair spot currently. It gives some information at the beginning, and then maybe gives you some slightly longer auras as long as you run other perks to let you see them. Unless you spawned at some really weird spot, odds are the killers would have found one of you in a similar amount of time anyway.

  • @6659Leg said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107804#Comment_3107804

    I can get with this,although I'd like if the killer can see as well in the lobby. Like how they can see the items they bring,it might sound like a bad idea but the killers having the advantage of knowing what you have is more or less equal unto your teammates knowing what you have.

    I don't actually like the idea of letting killers see, as it would allow killers to easily identify who can be tunneled out and nullifies a lot of survivor perks that rely on the element of surprise.

  • @DBK1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106652#Comment_3106652

    Why are you pretending like Legion can't force a broken status after a survivor mends.

    I know it might be hard to read, but about 15 words in, I mention that legion is one of the only two killers that can use this perk effectively.

  • This change would be fine if heal speeds were nerfed alongside it. Plague and legion are the only two that might get value from this perk now, because survivors can just grab a medkit, sit in their infinite circle of healing, and just heal up in 10 seconds, completely nullifying the perk. 6% slowdown is nothing, and you'll never keep the 20% for more than a few seconds unless playing against absolute beginners.

  • It is, and it is a strategy with counterplay, as survivors can take actions that can result in everyone still getting out. If DS was active during the endgame, there is literally nothing the killer can do to counter it.

  • It really isn't that hard to escape if you just do the objective. I'm primarily a killer player, but I've been playing more survivor this patch due to the queue times. I've had about 50/50 escapes and deaths in my solo q games since this patch released, and most of the losses were because somebody either DC'ed or killed themselves on hook.

    I agree that Solo Queue needs buffs, but a lot of players are making things seem way worse than they are. Just do the gens, have a little situational awareness, and you'll get out.

  • He has the highest kill rate according to outdated statistics based on overall data that was explicitly said should not be used to make conclusions like this. Pinhead is honestly pretty balanced, with a weak anti-loop ability comparable to clown and a minor slowdown that can be completely nullified by a skilled survivor. You can build him to make his slowdown more oppressive, by always being able to find the box before the survivors can solve it, but it require using a bunch of perk slots to do so. The chain tethers are all rng based already, and often spawn from angles that survivors can break instantly.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068908#Comment_3068908

    Boohoo. keep crying lol you're really making that big of a deal out of it. it's a game. get over it

    It is a game, and thus it should be fair for everyone involved. SWFs have an inherent advantage that solo players do not. There isn't any way you can deny that.

  • @RakimSockem said:

    can we dispel the myth that people only play SWF for competitive advantages and just accept the reality that the game is simply more fun with friends and most SWF squads do not have this god tier coordination and perk synergy some of yall claim exists...

    My friends and I literally spent an entire match talking about pizza and maybe made one call out the entire time about where basement was. We're more focused on our convo most of the time than the game itself

    One call out is still more than solo queue players have, and one more than the game is balanced around. It is the most fun way to play the game, but it also inherently is a competitive advantage.

  • I play him a lot. I've been playing him less lately though, since I'm trying to use up my flans on my other characters.

  • @Maxx_Calin said:

    https://forum.deadbydaylight.com/en/discussion/333565/whats-the-fix-to-camping

    I would put a penality in place where if u camp a survivor and refuse to leave them for more than 30 seconds to chase or stop other survivors. At the end of the match, take half of whatever amount of bloodpoints they earned away so if they get the penality and say for example they ended the match with 20,000 bloodpoints. 10,000 of that gets taken away as a penality. The penality happens only once so they still get some bloodpoints.

    I can pretty much guarantee u that no killer is gonna be stupid enough to risk half their bloodpoints to camp a survivor thus stopping it from happening so that everyone can enjoy the match and it isn't ruined for the one person the killer chooses to camp.

    Literally camping is one of the worst things a killer can do to a survivor cause it ruins the match for the survivor he camps, makes it no fun at all for that person and they leave that match upset at the outcome instead of being able to say that was a good match. There should be a penality to doing it reguardless of the reason the person is doing it. It's not fair to the one person u camp that everyone else gets a bunch of bloodpoints in the match cause the killer won't leave ur side. That and the fact it is very rare to find a survivor willing to risk his or her neck to attempt to save someone being camped. I've ended up giving alot of survivors I play the game with the un-sportsman-like option instead of props at the end of the match if they didn't bother to even attempt to try and help me while the killer is camping me and I feel that is justified in that instance.

    Not to mention the fact that u aren't a very good killer if u have to rely on camping one person cause u are too lazy or such a lousy killer that u can't seek people out on the map and play the game the way it was meant to be played when ur the killer.

    Sure, as long as we also make it so that if a survivor doesn't spend at least 2 minutes in chase, they lose half their bloodpoints at the end too. This forces more interaction with the killer and punishes those survivors who are so bad at the game they can only do gens. That makes it fair right?

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060117#Comment_3060117

    That’s not true. Almost every survivor perk affect only 1 surv and killer perks affect all of the survs

    Except that many of the best and thus most run survivor perks are those that do effect other survivors. Kindred, Borrowed Time, Prove Thyself, every boon, all of these have a direct effect on the other 3 survivors, and as a result way more effect on the killer. In addition, the individual perks have 4 times the effect of a killer perk because killers have to spread their time among all 4 survivors. Any perk that requires the killer to spend more time on any individual survivor means the survivors have that much more time to do gens, heal, or do totems. That's why dead hard was so strong, because it allowed survivors to prolong almost every chase, costing killers huge amounts of time.

  • Part of the problem is that buffs to survivor perks have to be balanced around the 4 to 1 ratio of survivors to killers. When a perk is made stronger for survivors, it can have 4 times the effect on the killer player depending on the perk.

  • The issue is, even a not sweaty tryhard swf is stronger than a group of lone survivors of equal level. Communication absolutely destroys half of the killers' ability to cause pressure. The correct thing for BHVR to do is to buff solo queue to the level of swf information and balance around that. Whether they do that through voice chat or some other method doesn't really matter.