http://dbd.game/killswitch
Not having counterplay is ONLY a problem if it's on the killer's side
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Chase is the fun part of the game. I shouldn't have to sacrifice fun to play a GAME.
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It's astonishing that he sounds so cheerful in his videos
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I want to see you play billy against a competent SWF then.
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Oh I can't even play him anymore lol. I haven't played him for at least 6 months, and I p1d him along with most other killers so I don't have any perks either. However, as demo or pig I can beat most people, even object swfs. Anyways, I do things by myself. Its on me if I can't end a chase in thirty seconds on most maps. That's just how I am. I don't rely on mistakes like bad killers. I will punish for a mistake, but I can catch a survivor in a very short amount of time very easily without one being made. Not all people have so little skill that they have to depend on other people to do their job for them.
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But you do know what a safe pallet is do you?
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Yea fun for you its so fun for killer when they have to hold forward when you can see them and wait till you drop a pallet but then you complain when you can't do that vs those killers
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It might just be for me but he does feel like he has counterplay. I play as deathslinger and when I played a Survivor match a with a friend of mine I already had a fixed mindset on what he was pretty much going to do. I saw a pallet in front of me and I look back at deathslinger and I keep running to the pallet since I know that slinger's will have a knack for quick-shotting at pallets but that's where I quickly move to the opposite way and he misses his quickshot. Even though it might not sound like skill, it just felt really good when I was able to predict what he was about to do based on what I did when I play as deathslinger
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Reminder that this build is completely counterable by hoking everyone once early, also this build just works at the endgame and the survivor isn't favoured during the first 5 gens and no perks are going to help them repairing or getting chased.
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Yes part of the build is countered if everyone is hooked once early, and Deathslinger's power only helps him in a chase, he has low movement speed and lacks any map pressure, and is completed counterable by stealth and spreading out on gens, as well as putting terrain between you, making distance and blocking line of sight in chase, yet people still say he has no counterplay.
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If the killer makes the mistake of hitting the survivor while soul guard is active, then the survivor has 22s or 84m to escape (factoring in bloodlust and lunge speed). You might argue that the counterplay is waiting to hit the survivor until soul guard expires, but with tier 3 soul guard, the survivor is guaranteed 8 seconds, or 32m of travel time to escape.
Combine all of this with DS or DH and it's just as bad as mettle of man or worse, considering it can be used multiple times.
When old Ruin was changed, killers were encouraged to utilize the endgame to secure a win; slugging was also condoned as a fair tactic. However, soul guard is a direct counter to slugging during end game, contradicting that advice.
I think that for survivors using Soul Guard, their healing speed while in the dying state should be reduced. Say, by 35%.
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Gotta disagree with the thread title.
Infinite loops, pallets vacuums, DS, BT, MoM and more all had little to no counterplay yet were nerfed to have counterplay.
Stop trying to play the victim card on killers.
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For some reason the devs are happy to give survivors powerful perks with little to no downsides. The perfect example are exhaustion perks; you basically get one free escape every 40 seconds and the only "downside" is you can use them once per chase. Can you imagine the if killers had something like that? Like once per chase you may double the reach of your lunge, or break an unused pallet, then you become fatigued and have to wait a 40 second cooldown.
If killer perks have strong effects you need to work for them (Pop, Thrilling, etc) and if even when they're "passive" like Thana, and Coulrophobia they're absolutely useless.
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thats just a guess. It only had a 50% chance of working. Also although you can predict where he'll shoot, if you don't get hit he missed. Nothing to do with your own skill.
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First of all, I'm a killer main. Second, I want to change my playstyle for different killers, but not have the killer be uncounterable like deathslinger or or spirit. I like going against nurse, and she completely changes my playstyle.i like huntress, and she changes it too. I like demo, I like hag, I like doctor, I like oni, I like myers. I want to change playstyle, but I don't want to die the second I get seen.
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You know what the break action is dont you? Eh maybe not since I assume youre a nurse main like me.
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"Survivors take no skill so therefore if my killer has no real counterplay its fair"
Pretty much this is the mentality, people thinking surv is just running around like a headless chicken around a loop, not using their brain to pull off good efficiency of palletss/jungle gyms.
But its totally fine to have a killer that takes any kind of skill away from the survivors cause they only gotta "git gud", like, seriously...
Spirit is BS, Freddy is BS, and deathslinger at times is BS, it is what it is.
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Then dont get seen
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Yeah, that would be really powerful! Well, come to think of it, we do get our killer power to use, which function a lot like exhaustion perks. But, I see your point for sure. If I remember correctly, the way the game is balanced is that the killers strength grows as the match progresses, while survivor strength weakens. I mean, to be entirely honest I don't know how bad soul guard is. But, the times I've encountered it, it's been a free escape for survivors - and you're right, it's one of those perks they don't have to do anything for. I guess we will get a better idea once people start using Hex: Undying, which in a way is an indirect buff to Soul Guard, which could be interesting. Multiple uses of Haunted Ground against multiple DS's paired with Soul Guard. I guess Pyramid Head will be a good counter to soul guard, if you can get people with torment.
As a side note, could the bigger issue here be that Deep wound doesn't really do anything? I feel like it should still tick down, even when the survivor is moving or mending, maybe at half the rate or less. Or, maybe the mending should regress if they move again. There are ways to address it, so it's not just a free get out of jail free card during end game.
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Damn man the sheer amount of pride I felt during that time was great though. Now I feel stupid ๐
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what does that have to do with my point?
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The fact that theres counterplay for both yet people complain theres no counterplay, was a comparison more than anything else.
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You want something like an exhaustion perk for killers? Something that "once per chase" you get a speed boost with no "downside"? Something like Bloodlust? That doesnt even take up a perk slot?
Or were you thinking of more like ANY of the mobility killers? Spirit, hillbilly, legion, etc?
What do you actually want at this stage? Survivors to spawn on hooks?
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Its ok. I am sure that you are very skillful since you knew where he would shoot. All I'm saying was, even though you predicted well, it was completely his fault that he missed.
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Oh really? How is it fun to hide? How fun is it to spend 5 minutes looking for a survivor because you play a certain killer? I want to have fun, not ruin mine and others fun just to win. This isn't even a competitive game.
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A 13% speed increase after FORTY seconds in a chase is absolutely negligible, considering 3 gens could be halfway done in this time. It's also quite mind boggling that this is the example you chose to prove killers have a comparable amount of resources, considering bloodlust is a band aid fix for poor design. (Even with bloodlust 3 all god pallets make you invincible unless you make a mistake)
Now, about your second point if you think only a small amount of killers should be viable then let's apply the same logic to survivors. What if they all have different movement speeds? Would you have fun if everyone played ONLY Meg because she's clearly the fastest survivor? Would you be okay with Jeff being played in 1 out of 80 games because he would be slower?
There needs to be a balance between pros and cons of playing a character. It's been said multiple times already: Deathslinger has. Zero. Map pressure. Zero. Information. Zero. Slowdown. I don't know how else to make people like you understand that losing a 1v1 vs a good Deathslinger is a FRACTION of the entire game. Spirit gets a bunch of resources but is still heavily countered if you're VERY cautious when healthy and very stealthy. Billy needs to get you somewhere out in the open and you can STILL dodge his chainsaw.
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