unsafepallet
unsafepallet
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@GenJockeyNance said:
No? Why would they revert their updated character models to the outdated ones? This is most likely the final product whether we like it or not. So I suppose this is the end of your dbd career.
Some of the new ones just look horrible, I'll never forgive what they did to Feng and Ace
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Dude this has been happening to me for like a month now, with every killer and it is completely infuriating.. I've been trying to adept bubba but almost every time I use my chainsaw it will literally lag me into a wall
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I like this chapter a lot but when it comes to the killer it really just feels like they held back too much while designing him. Like for example they added zombies but there's only two, his power can break pallets but he needs to get to mutation level 2 first, his power takes 3 hits to down and etc..
Visually he barely changes throughout mutation levels which is just :/ considering his mutations in re3 and the remake. Also some of his animations are kinda weird, and his Mori is kinda generic.
Finally, regarding his perks, hysteria and lethal pursuer are pretty good but eruption takes a lot of effort for very little reward.
Overall just feels like they could've done a lot better with him and I hope they try to redo him.
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@Zephinism said:
Every Nemesis game I have, if I have any console players they DC.
If I play as Nemesis and face console players, they DC.
The Meg (1st DC in the pic) dced halfway through healing me.
I play on console and my game has been crashing a lot since the update, the same might be happening to your teammates
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@Volfgang57 said:
I mean, if they're actually hard tunneling then they won't down you. They'll ignore you and go for the other person anyways
It's because you won't be able to distract them, you have to really force yourself to go down by body blocking. For example, on maps like Hawkins you can stand in a doorway to stop the killer from going through and they'll be forced to m1.
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@Kirkylad said:
Im sure my solo survivor teammates will do the same.....right? Lmao
I mean probably not but I'm just trying to get the word out there so hopefully more people will start doing it. Trust me though most of the time doing this has paid off for me.
Tbh tho I did get abandoned on hook one time when I did this tho so ig it's still risky. But if you run perks like kindred or deliverance it should be fine.
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Thank you for responding
@Rydog said:
I'm sorry you are feeling this way.
I don't know what your life situation is like beyond what you described here, but I have seen people who I am close to endure hardships in this wheelhouse. Have you ever considered exploring therapy? Cuz life shouldn't be this hard all the time, and you'd be astounded at how much some good treatment can help you cope and figure this stuff out.
I've tried going to therapy in the past but I felt like it wasn't going anywhere, it'd become like a chore to go because it wasn't helping. The therapist was nice but I felt like he didn't understand me at all.
@Karao_Ke said:
Hey, I just want to say thank you for reaching out and posting this because I know it can be hard.
I cannot give you the best advice as I don't know you personally, but I will say that you definitely need to try and get rid of that negative mindset because nobody can help you until you help yourself first. It will take baby steps, but you will eventually get there little by little.
I know your parents aren't treating you right, and I know your friends aren't including you. But that is not a reason to throw your future away (school) because when you look back many years from now, you'll regret letting other people dictate how your life plays out. The best thing you can do at this point is be blunt with your friends & try and muster a better relationship with your parents. Tell your friends exactly what you posted on here & if they don't respond with an apology or a welcoming, you need to get them out of your life and meet people who will actually care about you. For your parents, even though it's better said than done, just try your hardest to spend more time with them and develop that bond of both friendship and family. If it doesn't work out, then that is your chance to make them regret how they treated you when you move out ASAP and end up never calling/visiting. Family or not, you don't need toxic people in your life.
If it makes you feel any better, I'm in school just like you are & Covid sure isn't giving me any motivation because I feel like a prisoner and never have the energy to do anything. I imagine the feelings you're having just makes that 10x worse and that's why you need to get these things settled soon so you can get back on track.
If you ever need someone to talk to/play with, I'll be here because I know how it feels to be down in the dumps.
I've contemplated telling my friends how I've felt in the past but I just don't want them to think I'm needy. Even if they do notice me more after that they'll probably just hang out with me out of pity, which is a terrible feeling because then they'll just be dragging me along everywhere. I want to hang out with them as their equal, not some baggage.
@Kirkylad said:
You need to speak to someone. Your school should have a counsellor who is able to help you with how you're feeling and help to try and guide you through. You would be surprised how many people feel the same way you do so you aren't alone.
There are websites to be able to speak to people online that are feeling the same way you are and I know it isn't the same as speaking to someone in person but it is still human interaction and can help build your confidence.
Most importantly though you need to make an appointment with your doctor and see if he can help to assess your situation and see what the best method is to help. Honestly it sounds like this could be a mixture of anxiety and depression because I have been where you are now and I know how awful it feels. Your doctor may prescribe you some medication but it really can be for the best to help level out the way you think and help shift the negative feelings out of your head so you can make room for the positive ones.
A lot of how you feel about how people think about you is in your head and being able to get help to clear out those negative thoughts will help you to see that, otherwise because you feel this way you will continue to push people away and the situation will honestly just get worse.
Like i mentioned I have been where you are before and I've pushed people away because I thought it was for the best and they didn't want to be around me anyway but that honestly wasn't the case. I was the one closing myself off and bringing myself down and also others around me because of it but once I spoke to someone and got help and also went on medication it was like I tore down the rain clouds above me and the sun started shining again.
I hope you get the help you need and feel a lot better <3
Do you know the name of one of those websites? I think talking to someone in more detail could probably help
I've been to doctors in the past but I've never really been diagnosed with anything. I guess I might've left details out when talking to them because my parents try to use mental illness against me. At the same time though I really don't think I have anything and I wouldn't want to self-diagnose. Just not in a great spot I guess
Thank you again for the replies, and I'm really sorry if I seem a bit close-minded, I'm not trying to be
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1893642#Comment_1893642
Let me start by saying I appreciate you actually taking the time to write a good counter-argument. These forums are filled with childish people who don't seem to understand the difference between objectivity and subjectivity. So having someone at least try to explain their viewpoint rather than presumptuously telling me how wrong I am is refreshing. Now onto addressing your statements.
"Cosmetics are minutiae that should seldom be used when designing characters--particularly in a game with customisation"
You disproved your first point in the same sentence that you stated it. The characters of dbd have almost no dialogue. The most we've gotten is Plague's occasional quotes and Ash saying something in the waiting lobby. For all intents and purposes, the personality of the survivors is how they look. They can express themselves in no other way besides screaming in terror. The only other interaction that we, as players, have over these characters besides helping them survive is choosing their outfit. So how those outfits are designed is a very important part about expressing that particular character's personality. Silhouette and mannerisms are important as well. But not nearly as important as how a character looks to begin with. (When I have the time I'm going to contrast every character silhouette in the game to see how they look. I'll get back to you when I'm done)
"At the end of the day, design is subjective, and even good design is hated by some"
Not entirely true. In every single design in every single field, objectivity can be measured. A stick as an objectively worse weapon compared to a gun. A pile of leaves is an objectively worse shelter than a house. When it comes to creative fields such video games it certainly becomes harder to measure objectivity, but is by no means impossible. It simply requires a more thorough examination than the previous examples.
You are entirely correct in saying that good design is hated, however. I hope that my analysis of dbd has come across as sincere and not disgruntled as I try to analyse things as objectively as possible.
The last thing I'll address is your analysis of Yui's pose. All of which is completely correct and I agree with.
(Except I'm surprised you didn't mention the ridiculous wrappings around her feet that made her look like a Sonic Boom character.)But what I will criticise is her characterisation and story and how it poorly ties to the game's narrative.(What's left of it)- Dwight is an anti-social nerd who's spent most of his time alone or avoiding others that would ridicule him. It makes sense that the entity would take him because less people would look for him.
- Claudette is an anti-social nerd who's main interactions with people are online. It would make sense for the entity to take her as well.
- Yui a renowned racer who now holds record for youngest ever woman to win the "All-Japan Moto Championship" and has thousands, if not millions, of sponsorship money backing her. Why the hell would the entity ever consider taking her?!?
I'm fully aware that other survivors have this problem also, and that the entity has been reduced to an imitation of a bad eldritch joke at this point, but that doesn't excuse how contrived her inclusion in the game is.
I think it makes sense that the entity started taking stronger people over time, it's probably just indicating that the entity has grown in power since it first took Dwight. It started out taking loners or quiet people with less influence up until Kate, who took multiple tries to take.
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/1889431#Comment_1889431
When I play killer, I don't really have trouble keeping track of perks. There are only a handful that are used anyway and the lot are irrelevant, so it's never been like a struggle to keep track of them for me. I also see less variety in playstyles of survivors compared to killers, because it's basically to be looped or to not be looped (stealth). And the former only changes based on the quality of how you looped. In pub games it's even more consistent because of how dysfunctional the organisation is, so I never really have a problem.
That's also a point I was saying to others. Like watching survivor streamers commentate what they're doing in chase, it's pretty impossible to learn from that because it's all variable. Map RNG on top of pallet RNG on top of killer RNG on top of the RNG of the quality of the player behind the killer. On top of the fact that the areas you saw that streamer loop, even if you're on the same map, you may be in a totally different area, or particularly a dead zone. Nothing is the same. Unless your last sentence was referring to bloodlust, I don't disagree with what you're saying. But my point is that it's much more rewarding and successful (being able to win games) being a mediocre killer than as a mediocre survivor. And I can also apply that to being a team of four mediocre survivors versus a mediocre killer. Your DS and unbreakable won't mean much to, say, a tinkerer, surveillance, undying, and ruin freddy or spirit that's mediocre in terms of skill.
https://forum.deadbydaylight.com/en/discussion/comment/1889432#Comment_1889432
If I really wanted to, I can just stealth out a game and be more successful, but I find that boring. I find fun in survivor in being chased at least for a decent bit. Just hiding and doing generators is boring, and becomes frustrating when you get downed so easily if the killer finds you.
Pacing is something I do, but it's all variable. As survivor I find it much harder to predict what someone is trying to do as killer typically other than very obvious ones, like killers walking through a pallet while chasing a survivor around a loop even if there was another entrance way that made more sense to go through.
Custom games can be fun, but I only pretty much play with the people who introduced me to the game. Tried playing with some people in the DBD discord and some were nice but I'm a pretty shy person as well so it's not so easy for me to make friends in this game
https://forum.deadbydaylight.com/en/discussion/comment/1889666#Comment_1889666
Yikes, the incredulity from you is obnoxious. Gonna be a no from me in continuing this conversation, but since I was asked and I'm also interested, I'll throw up screenshots from steam achievements
https://i.imgur.com/59rgLSl.png
That was before the most recent rank reset like a week or two ago, am rank 4 in survivor and 3 in killer since I haven't been playing as much. Rank 1 survivor was much more difficult to achieve than rank 1 killer. Almost gave up on trying to do it but luckily had some farming matches when I was rank 2.
https://forum.deadbydaylight.com/en/discussion/comment/1891835#Comment_1891835
I have a similar experience. When I play killer it's normally really chill, and if I anticipate some sort of toxicity I can just disable comments. You can say the same for playing survivor, but survivors can't really do the same sort of in-game toxicity as killers can. Like there's nothing a survivor can do that ruins the killer's game that's equivalent to facecamping for example.
It's also rare for me to go against rude survivors, but it's very common to go against extremely rude killers, either in game and/or in end game chat. I also don't experience SWFs even that often, let alone really good ones. It's mostly pub games which are easy to win.
I can play DBD for hours if I'm with friends but after a few games of solo queue I'm done and I've had enough. I'm not surprised the really good survivors seclude themselves to SWFs because solo queue is just too much to deal with and is almost designed for you to fail.
https://forum.deadbydaylight.com/en/discussion/comment/1891896#Comment_1891896
I understand that, and I've heard that comment as well. It's just that, from what I've noticed, it's much easier to be successful at winning as killer than as survivor in pub games (exception would be a good swf, since swf doesn't automatically equal being good). Like I have probably less than 100 hours in killer but it was significantly easier for me to get rank 1 in killer than in survivor, and I struggled immensely to get rank 1 and it was so frustrating that I vow to never intentionally commit to doing it again. Whereas I can get it anytime with little to no sweat while playing killer if I so chose.
For me, the fun of survivor, other than playing with friends, is the chases. I like knowing that I did decent in a chase. Like sometimes I'm being chased and I run out of resources and I just die, and that's ok, but many times I know I could have done better.
https://forum.deadbydaylight.com/en/discussion/comment/1892298#Comment_1892298
The survivor tricks I don't find easy to emulate at all, since I think to have a better understanding of it is to be very experienced as both a survivor and killer. For me when I play killer I'm not experienced in that, neither survivor, but I find it MUCH easier to apply those tricks I find survivor content creates doing when I play killer as opposed to when I play survivor. Like if LOS at a gym is broken, the survivor is likely to kind of linger around until they see me coming, or go the other way. When I play survivor this isn't really helpful because it's just a variety of things you can do as killer and it's only coincidentally that it works out, and often times I fail at it. As killer it just "clicks" more if that makes sense. Also another thing I have difficulty with is grasping the perspective of a killer when playing survivor, like in third person. That's perhaps one reason why I couldn't 360 well. Whereas when i'm playing killer it's so much easier to imagine what I look like or would look like on their screen.
I do notice some patterns, like what you said about a huntress. But her hatchet hitbox is questionable, and I've had too many questionable hits with her hatchets. In situations like that I will often just walk through a pallet if I hear her raise her hatchet, and I will pre drop it when I have a chance to loop around it. Similar situation for Executioner. Deathslinger on the other hand...I truly believe doesn't really have a counter. Unlike a Huntress, there is no sound notification as to when he's about to shoot you, and his fake is identical to when he's actually about to shoot you. On top of that, trying to look back and forth constantly makes me prone to running into objects as I'm trying to both look at where I'm going and what a Deathslinger is doing. I try to just break LOS and crouch sometimes or go near objects but there's no interaction between a survivor and a Slinger. His only counter I find is to don't let him get near you, which is pretty boring.
I use Windows all the time and it's one of my favourite perks, and but it doesn't help enough to alleviate the problem, especially against certain killers like a Deathslinger.
https://forum.deadbydaylight.com/en/discussion/comment/1892366#Comment_1892366
It doesn't seem as easy as you claim. I think if it was that easy the survivors you go against, especially in red rank, wouldn't be so easy to beat at the very minimum 3 out of 4 times.
https://forum.deadbydaylight.com/en/discussion/comment/1892379#Comment_1892379
He came into the thread not wanting to contribute to the actual topic, misrepresented what I said, and put words in my mouth, hence he got ignored. Overall he wanted to be a waste of space, much like you, but you seem like enough of a lapdog to want to stick around to give my thread more views and attention. Enjoy your stay, muppet.
https://forum.deadbydaylight.com/en/discussion/comment/1892412#Comment_1892412
If you find the topic uninteresting you can always leave it. The point wasn't about my feeling good about my skills, it's that I don't, that's the point. Not really a set standard as it's variable, but I basically defined it I believe in my OP as going down with little to no fight, or very quickly. 30 seconds on a basic M1 killer from healthy to hooked is not very good in my books.
https://forum.deadbydaylight.com/en/discussion/comment/1892438#Comment_1892438
I find immersion boring though. The only killers I feel like I need to do that on are Oni in demon mode or deathslinger because of how uncounterable they can be/their snowball effect with their power.
I can sympathise with those killer mains because it's a lot more difficult IME to apply what you see as killer when playing survivor than the inverse. When I started actively playing killer I kind of unconsciously absorbed the mind games I saw with killers I versued and so I never really "sucked" at that point, I was able to hold my ground on average. I still go against good survivors when I play killer but as I was saying before, i think it also is very dependent on an understanding of the perspective of your opponent. When I play killer it's easy to imagine what I look like on their screen, but much harder to imagine precisely what it looks like on a killer's screen when I'm playing survivor. Stuff seems more zoomed in and in your face because of the first person camera playing killer.
https://forum.deadbydaylight.com/en/discussion/comment/1892727#Comment_1892727
https://forum.deadbydaylight.com/en/discussion/comment/1892746#Comment_1892746
I only agree survivor is easier if you're in a swf, particularly one with at least some good players. In solo queue, it most definitely is not easier, so I cannot agree with that. And specifically I am talking about looping as survivor. You can say it's easier if you have stealthy survivors sure.
I think to get good at looping, definitely more skill is needed. Playing killer you are not required in any instance to play other killers. There are many people who have the majority of their overall playtime in the game in one or two killers for example, and not relatively evenly distributed between all 23. You can specialise when you play killer and the practice is linear, but this is not so for survivor. To be a good survivor particularly at looping, you need to know very intimately the nuances and counters to all 23 killers or at least the majority of the popular ones. When playing killer the game isn't going to punish you in emblems for only playing one killer or tell you that you're not doing enough. The game mandates you play against different killers as survivor, but you are not required to play different killers in the slightest
@GodDamn_Angela I also think your example is poor. You're making assumptions (I'd bet that for a long time their games were a worse experience while learning her than your games learning to play Survivor) and you seemed to have picked the hardest killer for some weird ass reason. I'm actually confused how you thought that was a good point -- "I bet X is like this because I said so even though I actually have no way to objectively say X person had a worse time learning than Y person." I don't tend to say this but that point was very ######### to read. Not going to bother to argue with your hypotheticals considering the quality of that argument, but feel free to linger around the thread to adds views or to give your final comeback or whatever.
I get what you mean but honestly most survivor tricks just boil down to pretending to do one thing and doing the opposite. I think you might just be overthinking it because that's all there really is to looping.
When it comes to the killer breaking LOS at gyms and etc. all you really have to do is stand at a corner or call their bluff and keep running. Not much the killer can do if you stand in a corner other than trying to hide the red stain.
Also I get what you mean about deathslinger being kinda tough to play against but he's not without his counterplay. It works very similarly to huntress, just slightly harder to pull off. Whenever he's chasing you it's good to break LOS and keep running. If you're in the open you can try zig-zagging as long as you're near a loop. If you're running in a straight line the play is usually just to continue for about 2-3 seconds then sidestep. It works the same as huntress and etc. it's just harder to pull off.
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/1885216#Comment_1885216
If I had to be honest, the core of the game is only fun when playing with friends. I find killer to be very boring, even in red ranks. On the killer's side you have too many options that allow you to win almost all of your games without much experience, and it's almost brainless to me. Survivor, particularly in queue, requires too much external modifications or add ons to make it tolerable. I can't even do different perk builds without being camped or tunnelled off hook by sweaty killers. I also try to keep playing because there are some streamers I like, and the game looks fun when they play it, and when I play it it makes me squeal in boredom or frustration if I'm playing by myself, and even when I play with friends sometimes I feel that way.
From what I've observed, the RNG typically works against you as survivor, and is in your favour when playing killer. And because I only find playing survivor to be fun the game overall is just frustrating, especially playing against people who camp people to death. I intentionally will avoid doing that even if it costs me the game as killer because I am not really into deliberately trying to make someone else's game worse just to win, I just want to play for fun. I acknowledge playing killer is the boosted or the "power" role of the game and I don't need to sweat to win a majority of my games, which is why I avoid general camping, tunnelling, etc.
I think I'll just wait for Back To Blood and go back to playing modded Portal because I just want to have fun
https://forum.deadbydaylight.com/en/discussion/comment/1885218#Comment_1885218
I've tried that and the advice really doesn't stick.
I tried my hardest to 360. The months I've been trying to do it after watching tutorials again and again, I've only managed to do it successfully less than ten times. Doesn't even matter anyway because of the new motions not really allowing for that anymore. All of the 'survivor' techs also tend to not work either. Dumb tech, window tech, corner tech, etc. I'm a mediocre killer and at best and that doesn't work on me. In those montage videos where killers keep falling for it, I notice they almost never show the ranks at the end.
I've watched all of those content creators and it's fun watching them loop but I find looping advice to be very circumstantial, unlike advice for killer in general. The commentary streamers give on looping is highly dependent on the given RNG they have on that variation of a map they have, as well as not only the specific killer, but the player behind it. It's too much RNG upon RNG. So the advice they give isn't really going to be applicable to you ever except in a rare instance because of the varying factors. Personally when I play killer I have little problem mindgaming loops and stuff, and in general the advice is easier to apply as killer than it is as survivor. Many times I don't even intentionally try, I just emulate what I saw on a stream when playing killer. But as survivor I can't do that because it's infinite RNG.
Also, I'm not sure if I agree about most killers having similar playstyle and counterplay. The only universal counterplay I see is being stealthy but that's not going to work on a Doctor or Legion or someone using Whispers.
There's also the fact there are so many overpowered killers in the game as well that make it severely unfun, many having no reasonable counterplay. Nurse, Spirit, Deathslinger come to mind
https://forum.deadbydaylight.com/en/discussion/comment/1885230#Comment_1885230
The way I have fun in this game is chases. Chasing as killer is too easy and the game gives you too many crutches to catch up so I don't feel rewarded really when I catch a survivor, but the inverse, being chased as survivor, is about the only fun I have. I don't care if I get facecamped or whatever, as long as I have a decently lengthy chase, and that tends to not happen.
https://forum.deadbydaylight.com/en/discussion/comment/1885233#Comment_1885233
I understand a survivor isn't meant to loop a killer forever (hence why things like Bloodlust exist). Even a decently lengthy chase is fine with me, like 45 seconds~1 minute. But like you said, it tends to be bad killers being able to be looped like this. Good ones will shut down chase, and if they realise they can't, tend to leave to apply pressure elsewhere because they know it's a bad idea to just keep chasing one person. It's one reason why in those survivor montage videos, you rarely see rank at the end.
https://forum.deadbydaylight.com/en/discussion/comment/1885235#Comment_1885235
To me, the playstyle is either to be chased or to not be chased (stealth). I find the latter to be extremely boring. I've tried pretty much every reasonable perk there is to use and there are some I like a lot (windows of opportunity, sprint burst, dead hard, balanced landing, kindred) but except for windows and an exhaustion perk, doesn't really help me in chase, and even those tend to not make me look like a potato in terms of looping or even juking.
https://forum.deadbydaylight.com/en/discussion/comment/1885292#Comment_1885292
I can somewhat recognise it, like the short side of a loop versus the longer side, or doubling back after you break LOS or something, and for me honestly when I play killer, that doesn't work 100%, let alone most of the time. You can say in ideal conditions it's 50/50, but I just find it easier to know what a survivor is doing playing killer than the inverse, knowing what the killer is doing when playing survivor. Surprisingly enough, the ones I am not good at at the ones I somewhat have more success with in terms of looping, like nurses and spirits (moderate ones, not baby ones). To be quite honest the only killer I look forward to versuing is a nurse, many other killers I find to be dreadful to go against (huntress, deathslinger, spirit, so on). Give me a god nurse any day over a huntress or a deathslinger
It's more than just 360's and random techs they come up with for a new video. Also, the only killer that really requires you to 360 is a Billy or maybe an iri-head huntress. Even then it's still a lot easier than a regular 360.
There's a lot of things you could do that'll make looping a lot easier for you like walking at L walls to avoid mind games or looping around objects to avoid killers like nurse. It's just hard to explain which is why I recommended you watched those content creators. A lot of survivor tricks and mind games are very easy to emulate, and you'll find they're very effective at higher ranks. A lot of killers play nearly identically at high ranks.
Once you start learning counterplay to killers like huntress you'll learn that this same counterplay can be applied to many other killers as well. One tip for playing against huntress is she'll almost always pull out her hatchet when you're about to drop a pallet. The play is just to run through for a free extra loop. You'll find that this same counterplay also works against deathslinger, demo, plague, pyramid head, and basically any killer that respects pallets.
Also the rng really doesn't matter that much. There are very little changes to loops in general among maps unless you're talking about an extreme like hawkins. There's not many variations in loops and most of the time if there are it's in your favor. It's really just about looping one place and when the killer decides to break the pallet go to another place. If you're having that much trouble finding where to go just use windows of opportunity, it shows you pallet and window locations near you.
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Fortunately yes, however if this works as intended it could potentially become a god-slayer, open a vortex, and destroy our world as we know it.
If it doesn't work tho it'll definitely be pretty trash
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Honestly the best advice I can give you is to watch content creators play survivor.
You probably won't be able to 360 or anything fancy like most of them do but there's so many valuable little tricks you can pick up watching them. Most of the time they give commentary to explain why they do certain things in a chase to help you understand the game.
Three content creators I recommend are noob3, sweh, and probzz. The second two aren't as well known as noob3 but they're good at explaining the chase and are generally just pretty enjoyable. Watching these guys honestly helped me improve in chase a lot and pretty much carried me to red ranks.
One last thing I'll add is the more you play, the more you'll realize that a lot of the killers actually have very similar counterplay. It's fairly easy to pull off at high ranks because they expect most people to be bad at chase.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1861352#Comment_1861352
Guy, don't forget this comment in June/July. You'll have fun reading it again when you get better at the game
I'm literally in red ranks
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1862180#Comment_1862180
Explosions can give useful information when they happen, red herrings aside, but they only rarely happen with or without Technician. Technician only does anything if you're a brand new or catastrophically bad player. If you're actually getting use out of it, it means you are gifting the killer massive amounts of free time by repeatedly missing skill checks, made even greater by the 4 seconds wasted every time Technician triggers. Only brand new players will ever run a perk with a major downsides that protects against a situation that is rare outside of rank 20 games. And, let's be honest, the players who would run this perk won't even have Feng unlocked, never mind knowing this perk exists in the first place, until they're competent enough for it to be 100% useless... It would be a trash tier perk even without the added penalty. With the penalty it's borderline detrimental.
As is, there is no reason to run Technician over Red Herring. Both counter the information from gen explosions, but Red Herring 1) doesn't require blowing up the gen to be useful, 2) can waste a lot of the killer's time, 3) protects against your teammates missing skillchecks too since it makes the loud noise notification as a whole untrustworthy, and 4) doesn't add 4 seconds of regression when you do blow up the gen.
Red herring really isn't that useful. It probably works once or twice but the survivor wastes more time trying to activate it than the killer wastes checking it.
Missing skill checks is pretty rare in red ranks but honestly it's fairly common in mid purple and below. You're really underestimating how often they happen and overestimating how much the 4 second penalty is, especially if there's multiple people on the gen.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1861352#Comment_1861352
The meta perk hypothetical was meant to show how weak the perk is balance-wise. Downsides are typically added to perks with really strong effects in order to make them not OP. Autodidact, for example, has downsides at first as a tradeoff for the potential for two second full heals later. If the effect is weak, though, it makes no sense to add a downside. That's just nerfing a bad, niche perk for no reason. It feels like wanting to give Monstrous Shrine a downside because it can be helpful in that 1 match in 250 when someone dies in the basement a split second before they get unhooked.
Perks like Iron Will, Calm Spirit, and Quick & Quiet almost entirely counter much more useful forms of tracking and they have no downsides.
Gen explosions also almost never happen with even average players. Assuming no anti-skill check build you're literally about as likely to get Red Herringed or Pebbled at red rank than to get a noise notification from a missed repair skill check. I miss a repair skill check maybe one game in ten? Maybe? And usually when it happens it's caused by game stutters or something unexpected like Overcharge or Oppression.
I like running underused niche perks and would happily run Technician in a niche build if it had no penalty. As is, though, I'm not even sure if the lack of gen explosion is worth the 3% penalty. 3% is almost 4 seconds of repair time, and a killer usually won't be nearby to investigate the loud noise notification even if I somehow miss a skill check... Like I'm borderline better off just running nothing. The repair distance reduction is basically useless too because the gens are loud AF even without the repair noise.
TL;DR Frequent 10% penalties is plenty of punishment for noobs already, explosion or no, and this perk is useless for non-noobs. If the devs want it to have even the most niche of niche value it cannot force you to suffer a ~4 second penalty every time it works as intended. That's just crazy.
I think you're really underestimating how strong the effect could potentially be. There are a lot situations where no gen explosion would be useful and reduced repair noises would be too.
Gen explosions are much more useful information than you'd think, especially with high mobility killers. If you have no where to go while patrolling gens you'll know exactly what gen is being worked on, if you're in a chase you're looking to leave you'll know where to go next, and even if you decide not to leave the chase you'll know where to go immediately after even without bbq. No explosion would mean the killer would lose all this potential information at the cost of it just taking slightly longer to complete.
While most high rank players don't miss many skill checks it does happen, and for many reasons like lag spikes, unexpected overcharge/oppression, harder skill checks, or generally just being boosted, maybe even all of the above. All this just being ignored is obviously not going to be the meta but it's still pretty strong.
Plus, reduced repairs could mean even if the killer is trying to defend the gen by chasing near it, or patrolling the area you could get away with doing the gen without them hearing you or any potential missed skill checks.
It's a perk that does so much to cover your mistakes so it makes sense the penalty would be slightly stronger than usual.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1859998#Comment_1859998
Let me ask this another way:
As killer, would you rather a survivor run a perk that removes generator explosions with no additional penalty, or DS/UB/Adrenaline/Dead Hard? It's a niche effect that should almost never come into play for skilled players, even against Doctor. You basically need to stack Overcharge/Unnerving Presence to have a good chance at forcing a miss... Technician will do absolutely nothing for decent survivors in like 90% of their matches, and in that other 10% of matches the benefit is small. It does not need a downside.
If that doesn't work, let me ask yet this another way:
Let's imagine we buff Technician such that it removes the 10% penalty entirely. As in, no loud noise notification and no also no regression for missing a skill check. Would it be meta?
The answer, of course, is absolutely not, because survivors should seldom be blowing up generators. If you can substantially buff a perk and it's still not strong enough to get consideration for non-beginners, downsides just don't make sense on it.
I'm not saying it would be a meta perk though
What I'm saying is it should be a trade-off perk; no explosion isn't going to win you a match but it's a decent cover for your mistakes. It straight up removes a form of tracking so it makes sense the penalty would be slightly worse.
And if they removed the penalty it wouldn't be a meta perk but it would still be very strong. Literally having 0 repercussion for that sort of mistake could win games honestly. Perks shouldn't just be "get out of jail free" cards
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1859903#Comment_1859903
I would buff Unrelenting to like 50% too. Perk slots should be valuable! Would you rather kick a generator and instantly remove 25% of the progress, or recover marginally faster once every five games when you miss a swing lol. For beginners that really need help with that kind of thing, I see no harm in giving them solid tools to help them out!
Especially since these perks are worthless for non-beginners, the devs really don't need to worry about over-buffing them. Might as well make them really good in their niche, Lightborn style!
Honestly red rank players might not always be missing skill checks but it does happen, especially against Doc. Removing the explosion should come with a bigger downside otherwise you're removing the killer's information at the cost of basically nothing.
Also I think unrelenting is good the way it is rn, a lot of green and under ranks whiff lunges and the reduced cool down already nullifies dead hard, 360's, and in some cases could probably remove extra loops at a failed read
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1859826#Comment_1859826
You're already punished by 10% instant regression, though. I'm just saying there's no need to make it 13% instant regression; removing the loud noise notification really isn't strong enough to justify any sort of downside.
Let's imagine you remove the penalty. It would be almost entirely useless for players who have any amount of experience. And, for beginners, if a player is getting any mileage out of this perk, that means they're missing a ton of skill checks, and that's already extremely punishing to them and their team.
Compare it to Unrelenting. Imagine if we gave Unrelenting a movement speed debuff if you miss a swing, or something; that's sort of what it feels like to me.
I mean yeah but it shouldn't be a crutch for worse players, it's effect isn't the strongest but it removes valuable information from the game
I also think unrelenting has that problem but a speed debuff would probably be too extreme
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@[Deleted User] said:
Yeah, I love the change! Perks like that should be allowed to work all of the time since the effect isn't that strong to begin with. It's also in line with Urban Evasion now, so it makes a lot of sense for consistency.
Off topic, but it does make me wish that Technician had gotten this same simplification - I love the consistent explosion prevention, but why add the penalty? If it's a relatively weak effect to begin with, you may as well simplify the perk and remove downsides from it!
Edit: Same for Visionary!
Because bad players won't get punished for their mistakes, technician is a perk for beginners.
It takes away the explosion at the cost of extra regression, that's a fair trade imo
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As a survivor, I played a match with literally the most adorable Meg ever; she brought a map with the beam add-on and spammed it whenever she found a gen. She was really bad but I tried to defend her. I also had another match where I seduced a rank 1 nurse by lasting more than 5 seconds in a chase
As a killer, I had a make out session with a Feng as Ghostface
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Does the Doctor count? I think he would be killing and torturing regardless of the entity controlling him or not
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He would be right if there weren't so many things you could blame for losing in this game.
If the reason you lost was almost always your fault and not bad game design, terrible balancing, bugs, etc. then you might get pissed but still have a good time.
It's why I like playing against NOED and not DS.
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The idea of having different types of traps isn't bad but trapped generators would waste too much time
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@MasterGrit said:
https://forum.deadbydaylight.com/en/discussion/comment/1834500#Comment_1834500
His counterplay is easy ?
Seems like you have not met a good one yet.
Literally just run behind a wall whenever he tries to use his power. I've played against so many red rank Blights and this almost always seems to work.
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I honestly don't like the Blight that much. I haven't played as him but he's just annoying to play against.
Almost every Blight I've played against uses the exact same build, his counterplay is insanely easy, and I just think his design looks weird.
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Generally make gameplay more engaging and encourage different play styles.
If gens took more of your focus away, maps were more detailed, visual/sound clues were slightly less reliable, and chases didn't always go the same way this game would probably be easier to get immersed in.
Once you're immersed you're more susceptible to getting scared.
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@Aven_Fallen said:
And again another "How to nerf Survivors"-Thread, which is disguised as a "How to make the game more scary"-Thread. But if someone mentions darker maps, they dont want to make the game more scary anymore...
The game will not be scary after some time of playing. You cant do anything about it, that is just how Horror works. You cannot expect to be scared after watching a Horror Movie for 10 times or after playing a Horror Game 10 times. Being scared of a movie or game goes away pretty quickly if you see it often.
Let alone that more stealth-oriented gameplay would just be boring. I rather chase Survivors than not finding anyone because the game requires them to be hidden to survive.
I've seen this argument so many times and it's actually terrible. Yeah desensitization is a thing but having unique experiences each time you play is literally the pull of online multiplayer games; there's a reason I can play smash bros for two years and still have fun playing.
It would be possible for dbd to be scary every time I played if it were pushed in that direction; horror is more than predictable jump scares.
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@[Deleted User] said:
Make Your Choice, Nemesis, Furtive Chase = Insta-down Stealth Killer in a Perkset against one Survivor.
- Anytime a Survivor Unhooks another Survivor (usually your Obsession), they become Exposed (if far enough away), Oblivious, and you see their Aura for 4s (To see the direction they moved in/are they healing at Hook). They won't see you comin'
Dragon's Grip/Trail of Torment = DO YOU DARE TOUCHY ME GENNY?
- Just wish that Dragon's Grip cd was 60s instead of 80s. the 20s of 'mind-gaming' really isn't worth it over consistency, IMO.
- Try standing near the Generator ;) (could use Dragon's Grip and Insidious actually...)
Make Your Choice + Any Stealth Killer => OH GOD HE'S RIGHT BEHIND ME ISNT HE
- Goes without sayin'
Devour Hope + No other Hex perks = SURPRISE BI$CH
- Unless it's found before 3 hooks. Then me am sad.
- Similar to NOED
Try nemesis, dark devotion, play with your food, and discordance on Bubba. The idea is whenever discordance activates you can m1 the obsession and leave chase for a stack of play with your food to easily disrupt two people on a gen.
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/1813874#Comment_1813874
I will give it a go but im on the ropes man, I just want to have fun with my fav killers from movies :(
I completely get it man, I got this game because I love horror and was excited to see so many horror icons in one game. Maybe one day you'll be able to have fun playing those killers but for now you should probably stick to the easy stuff until you get better.
Or maybe you can settle for playing survivor horror icons like Laurie or Ash. Just do what you think will be the most fun.
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/1813835#Comment_1813835
"I managed to outrun Freddy Kruegar for the full game because he is new" - How is this ever ok? Can you imagine explaining this game to someone who is new to computer games? They would not understand how Michael Myres is a laughing stock of the tbagging yoyos.
Spirit has a really high learning curve and to be honest - It would not matter. Most survivors just dont leave scratch marks or walk backwards. Its really impossible trying to fool any redrank, so why try? People refer to mindgames like they are achievable against these guys when it just is not.
Otz is so good at the game that he does not need things that new killers do - By telling devs "you should do this" - sure it makes games funner for the 3k hours guy - but the new guy, who does not have any shards and is buying all the new conent? he will just uninstall and play something else.
Now would matchmaking that ACTUALLY works help? Sure, a little. I have played a game called dota for about 15 years and if you have proper matchmaking, you will still get "smurf" accounts or people who purposely lose rank to club seals - but it will make those a rarity instead of every second game.
I'm agreeing with you, red rank survivors being able to bully new killers because of matchmaking isn't okay, and basic mind games don't always work on a try hard SWF, but Spirit basically ignores the basics of chasing with her power. Her skill ceiling really isn't that high and that's why people hate her.
When Otz is asking the devs for changes it's usually to make the game better for everyone, and he really does take new players into account.
Just pick up Spirit and try using her good perks like sloppy butcher or stridor. As a red rank survivor myself I guarantee you it is very hard trying to outplay even mediocre Spirits with those perks.
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/1813797#Comment_1813797
I have found that Orzdarva is a Survivor shill - He said the other day about how Mori's needed a nerf. Sure if you are a big time streamer with thousands of hours in the game. He has lost touch with new players and is just focusing on abusing and min/maxing. New killers needed Mori to stand a chance or to even the odds against redrank SWF. If I see someone with a key - I brought a mori. A group of flashlights? Mori. 4 toolboxes? you guessed it MORI. Now I have nothing.
Mori's did need a nerf, at high ranks if someone brought a mori the game would usually be over before it began. It just fed into the toxicity of the game. Otzdarva is still against keys and SWF making this game borderline unplayable for new killers, and he has tons of guides to help combat that. If you really wanna play this game for fun I recommend you play survivor because killer will almost always be sweaty. If you really want to have the easiest time possible and still play killer try using meta perks and play killers like spirit. Spirit can make most people just forget how to play and she gets tons of DC's. Just look up a spirit guide and you're basically good to go.
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I'm really not gonna pretend this game isn't survivor sided but I honestly doubt they'd make all your suggested changes. For the time being you should just try watching youtubers or streamers play killer. Most of the time they're pretty good at explaining the game and it'll help you get better. I recommend you watch Otzdarva, he's a really good killer and if you try to pick up some of his tricks I guarantee you won't get bullied as easily. I agree though this game is a nightmare for new killers
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@DoomedMind said:
The problem with the nurse is that her power is broken, so the only way to balance this killer is to give a pretty long cooldown, and a fatigue. Or you just decrease the range, but hell, if you decrease the range, it's terrible and nearly impossible to catch up to the survivors (Try playing with her nerf range yellow add-on at rank 1, possible, but very frustrating).
I'm a nurse main, so I won't say she deserves a nerf, because if you nerf her AGAIN, she would definitely be a terrible and unfun killer. She's hard as f*ck to learn for a good reason, and even if the nurse you meet is a god nurse main, there are possible mind games, like 50/50. If you main Nurse, it's always fun to go against her as a survivor, trust me.
And if you really want to nerf it, this a rework, not a nerf. But having a killer who can blink is just sooo fun, I don't want her to be changed.
Exactly that's what I'm saying, she's fine the way she is.
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@indieeden7 said:
Tbh I think the only change she needs is her additional blink add-on shouldn't have a drawback. 3 blinks can certainly be annoying, but it's nowhere near as bad as 5 blink Nurse was.
It should have a drawback but probably not as bad as it is right now.
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@KaarelK said:
Is she getting nerfed again ?
No I don't think so but a lot of people are pushing for one
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@gibblywibblywoo said:
The dream realm was definitely more interesting looking and also more important to his play. It actually made maps look different. It was unique but weak. I still preferred it to new freddy though. New Freddy bores me.
@BioX said:
I agree, his old design was a very good job and converting the movie character to a game, same with Myers, these are things that the devs have actually impressed me with.
New Freddy is just like, idk something some killer main would design, one that does not understand that some fairplay etc is what makes the game fun
To be fair, new Freddy's ability to teleport to gens is pretty cool, and it's actually been used as a mid-chase mind game against me before. I think if they combined elements like this from new Freddy with old Freddy we could get old Freddy without sacrificing his strength completely.
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@Aven_Fallen said:
The basics of Looping are to see what the Killer is doing and mirror their moves. This requires you to look at the Killer. So basically, people who want to be effective why looping and play in a way which helps their team would be punished because the Killer gets a Speedboost after a few seconds, but the Rank 18 Meghead who runs in a straight line without looking behind her will be rewarded for that way of playing.
"It could also encourage survivors to look in front of them more often since running into things is extremely common"
If someone is looking behind and running into objects that is their own mistake and if they get punished for that, this is a good thing. If someone does not want to run into Objects, they should look in front of them more often in general.
Bruh I don't mean a super strong speed boost to literally carry a baby killer into an easy down, just enough to spice up gameplay and encourage more mind games on both ends.
Also a rank 18 meghead playing like that would be downed pretty fast regardless
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@Withered8 said:
Seems like a decent idea in theory, but in practise it would probably either just make survivors hold w even more and just run away as early as possible or be buggy and inconsistent as hell like ghostface.
Most killer powers can punish survivors for trying to run away early. I agree with the second part tho cuz honestly at this point the game is just known for bugs.
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Guys you have to trust me he really is the best
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/1690296#Comment_1690296
That might come from adding the unexpected. The start of any game is a little unnerving, not knowing who the killer is. Yet once that aspect is discovered the game takes on familiarity and the sense of fear goes.
I agree interraction is important. In fact, it's key since no matter how scary any game is, the experience of the player is what's most important. You could have the best graphics ever, but if the player's not into it then it loses any sense of fear.
The game could benefit from various random game modes, more randomization of maps and map tiles, a more powerful killer and a sense of urgency. Probably more if I think of any. But the sense of immersion and the unexpected is certainly a big factor in bringing fear back.
The game could benefit from more risk-reward gameplay mechanics. Right now there's too many things survivors can get away with (with or without perks) and that really takes away from any sense of urgency.
For example, if you're in the endgame collapse and your teammate is on the hook, your teammates could go for a save and then take hits for each other to escape. Unless the killer has save the best for last or can insta-down everyone the survivors are pretty safe during this whole encounter.
I think a way they could make these plays more risky without everyone having to run certain perks of use certain killers is to make hook timers speed up when a survivor is nearby (and slowdown when the killer is nearby to balance it), and have this effect stack unless the survivor is injured, downed, or on another hook. That way only one survivor can go for a save at a time, or they'll have to risk their teammate dying before a save happens, or the killer can down them if they try to take hits.
It's all about forcing them into uncomfortable situations, it's what makes things scary
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@MojoTheFabulous said:
Think of it as more of a horror theme. Even if they did manage to make the game scary, people would get used to it and then they'd need to do something else to make it scary again and the cycle repeats.
@Marc_go_solo said:
The two main jump-scares (and they're not scary per-say, moreover startling) is when a pallet drops when you weren't expecting it or a Head On attack. Taking into account the killer receives these is somewhat annoying.
Rarer occasions feature the stealth killers mostly.
For me, it's more a sense of apprehension of knowing a killer is nearby, or a chase. But the horror aspect is not prevailent. Yet, to back the devs up, at the same time if you watched a movie that really scared you first time, watching it dozens more will make that movie non-scary. So it's very hard to maintain horror in the game. It comes mainly from how it is played, with the technical aspects eventually losing their potency.
These are both good points, but the thing is it's an online multiplayer game. You won't be having the same exact game twice so the horror should be coming from player interaction. It just has to be backed up by the game in a stronger way. There's a reason you can come back to online games after hours of playing, so there should always be reasons to come back and get scared.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1688759#Comment_1688759
Not always. Perks like Ruin are blatantly obvious, and even some of the more hidden ones are easy to figure out. Yellow generator aura? Probably Trail of Torment. Killer find you while you're healing? Probably Nurse's.
Even add-ons like Iridescent Queen or Flask of Bleach reveal themselves when applied.
It's not so much that the unknown is weak, but rather that it's easy to figure out.
Yeah that's what I meant, I was just saying that how it's used in the game is kinda weak
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@YaiPa said:
the horror nature is also overshadowed by game design itself: like, is a puking killer really scary? sounds like a childish joke; or even a pinball killer, it's funny rather than scary.
I think those are slight oversimplifications, those things could be scary because honestly they're kind of scary concepts, it's just the execution that's bad. If some 7'7" goliath started puking all over someone and saying prayers in a movie I guarantee it would probably be disturbing to watch. Also I think the blight's whole pinball mechanic is supposed to make it look like he can't control his power or something, which would also probably be disturbing to watch in a movie. Not to mention there's already Freddy, Michael, and Leatherface in the game. It's how they're incorporated into the game that kinda takes away the fear factor.
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@PigMainClaudette said:
Well, fear of the unknown is the most powerful type of fear, but we all cancel that by playing repeatedly.
Paranoia and hope are our only other options. Camping, tunnelling and NoED all give a sense of dread, rather than fear.
Honestly, good stealth killers/builds playing "fair" is the scariest thing in this game.
Fear of the unknown still exists within perks, add-ons, and the killer's decision-making, but overall I just think it's kind of weak.
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@Kbot22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1672616#Comment_1672616
I'm on console so maybe it's different but it's pretty hard to use knives effectively and plus there are so many sprays on the map too.
I play on console too so I can agree it's pretty hard to use knives, but when they stop to heal you can just grab or interrupt it with a hit
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1672115#Comment_1672115
Killers get almost nothing to work with? What? every killer has a way of cutting time off chases. A few of them aren't that great (Myers, GhostFace and Wraith) but the majority of killers now can shut down loops before they even start. If you really don't like chasing survivors might I suggest playing Hag or Spirit more.
Killer powers can't always be used and looping will always happen eventually. Strong loops are pretty insufferable against most killers, what I'm saying is that mindgames that should help in these situations will do pretty much nothing.
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@Kbot22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1672115#Comment_1672115
Friday the 13th is not balanced. If the counselors get lucky, they can get a car going and be out in less than 2 minutes. All a counselor has to do is run around a table with Vanessa and the rest of them can escape. And don't say I don't know what I'm talking about because I've played lots of Friday (over 100 hours easily) counselor is extremely easy and the only thing the killer can do is use their phase-shift and get a really good teleport.
I don't know if we're allowed to talk about other games for too long here, but in my experiences counselors really aren't that op in that game, unless they get really good rng. Also you can throw knives so nobody can run around a table for that long.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1672229#Comment_1672229
Again no, unless they call the mind game it ends the chase. I don't see where this "few seconds" comes from.
the only mindgame i can think of that does that is the look one way and move another in short safe loops to cut the number of loops down, almost every other mind game ends the chase then and there.
If you follow an experienced survivor in a straight line chases take up to minutes. one succesfull mind game ends it for the survivor without the aid of perks.
mindgames take minutes of a chase not seconds. I'm sorry but i don't think you know what a mindgame is. the video's above should help a lot.
And I'll add one to it
I literally just listed three mindgames that do the same thing you just described, a.k.a taking away one more loop from a chase. What I am trying to say is that I think these things should do just a little more than get you a slightly earlier pallet, you should actually be able to get a hit off a survivor that just made the same mistake 3 times, which usually happens at places like the killer shack or other strong loops that are usually on farm maps. I hate how having to break chase is a thing when loops are too strong and people just call it a survivor being too good for you. Chases should be more dynamic, survivors should make more decisions than waiting at a corner or literally running towards the killer and getting one less loop as punishment. "Good survivors" don't have to be afraid of anything at strong loops.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1672105#Comment_1672105
The only scenario i can think of that you don't get a hit or fast pallet after a mindgame is deadhard or stored sprint burst. most of the time it can be countered by waiting a second.
There's vaulting mindgames, hiding the red light, unexpected angles, etc. But usually unless the survivor makes a really bad mistake all these do is take a few seconds off the chase.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/197093/mindgames-and-loops
Seems like you haven't learned to mindgame your opponent. If you did you wouldn't have to follow till a window gets blocked then follow as they drop pallets wasting your time. If you mindgame your opponent you will end the loop short, down them and save time. Mindgames do save seconds, but this effect is cumulative so over the course of a game you can save significant amounts of time.
You have, identified that a great survivor (who can outplay you) given a strong pallet spawn / good loop will waste a lot of your time. However, you haven't seemed to recognise this is why good killers learn to drop certain chases. They also learn to "zone" survivors to force them into areas you want to chase them (e.g. dead zones, trapped areas etc). Therefore being smart and dropping certain chases will save you a lot of time.
Trickstershadow and ohTofu are great to watch. ohTofu did a video on looping and during his killer matches he'll often say why he has/hasn't dropped a chase. Puppers is also fun to watch as he will run the killer for 4-5 gens whilst saying to the killer, "You really should leave me now". Trickstershadow is cool because he often gives insight into his strategies - esp during fan's game analysis.
GL. Hope you manage to find the fun in the game again.
I do know how to mindgame, my problem is how little you will get out of mindgames. Cutting off 2-3 seconds from a chase can mean almost nothing in the long run if I'm not even getting a hit out of it. And you can't always mindgame a survivor when they have the option to stand at a corner or just run away.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1672115#Comment_1672115
No assymetrical game has ever been as balanced as DbD. Not to mention the fact that F13 died due to boredom of playerbase.
I less you are meaning ease of gameplay and the overall gameplay disparity, in which case... That's not DbD.
Even if this game is the most balanced of every asymetrical game, the balancing really isn't good, and they should be striving to do better either way. F13 didn't die to boredom, the game is an extremely buggy mess, which I'm pretty sure the devs can't do anything about due to legal issues. And I don't really know what you mean by ease of gameplay not being dbd. I'm not saying playing killer should be a walk in the park, I'm saying playing survivor shouldn't be a walk in the park.