http://dbd.game/killswitch
Survivors don't have 2nd chance perks.
I love how I see some killer main threads making it seem like everything in this game is about 2nd chance perks.
While the old DH and old DS(both versions) were absolutley 2nd chance, let's talk about the "2nd chance" perks today:
DS - hey mr killer, if you try to get an ez win by tunneling an off hooked survivor, I guess it makes sense that he should have a way to defened himself from your ez win strat isn't he? also, as a blight main at least, it's funny when I getr hit by ds cause it does nothing.
OTR = hey mr killer, if you try to get an ez win by tunneling an off hooked survivor, I guess it makes sense that he should have a way to defened himself from your ez win strat isn't he? also if you take the inital BT hit straight off hook, this perk is useless(other than the Iron will effect).
Base BT - hey mr killer, if you try to get an ez win by tunneling an off hooked survivor, I guess it makes sense that he should have a way to defened himself from your ez win strat isn't he?
I don't count these as 2nd chance perks, since they're only being used if the killer tries to take the most easy and efficent strat to win a dbd game - tunneling. old ds was a 2nd chance since the survivor could unhook, do a gen and then force a DS on you/
DH - old DH was busted, nowdays, it's very strong on pallets BUT, most of the times you can get them out if you bait it pretty easily, most of the time they won't reach to a pallet and even if they do many times u can time the hit and still get them after the animation is over.
Also, It's not a true 2nd chance perk since if the survivor brought SB/BL/Lithe he would get a 100% distance guaranteed from you, DH is a risk, sometimes it won't give u any value and they basically did a chase with no exhuastion perk to begin with( if you're a competent killer, it should be most of the time for you).
Unbreakable - If you decide to slug survivors, making them not being able to do anything fun just to get pressure, you have to realize this strat must have a counterplay, unbreakable is an healthy perks that most of the games won't even work.
Adrenaline - works only if you team does gens, until that stage it gives no value at all and if you're not being in chase/injured at the end game, other than the speed you get pretty much nothing.
Comments
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"Blablabla killer bad, second chance perks can't be called like that because they have a specific purpose and are cOuNtErPlAy against the big bad killer."
Except that all the perks you mention require the survivor to get caught or be injured for then to get another CHANCE for an additional chase.
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Mkay.
I love how I see some killer main threads making it seem like everything in this game is about 2nd chance perks.
They aren't entirely wrong.
DS - hey mr killer, if you try to get an ez win by tunneling an off hooked survivor, I guess it makes sense that he should have a way to defened himself from your ez win strat isn't he? also, as a blight main at least, it's funny when I getr hit by ds cause it does nothing.
DS is a completely fine perk. I still see it used a ton by some of the best survivors in the world. You need to use a bit of foresight though and go down in a place where you can escape from.
OTR = hey mr killer, if you try to get an ez win by tunneling an off hooked survivor, I guess it makes sense that he should have a way to defened himself from your ez win strat isn't he? also if you take the inital BT hit straight off hook, this perk is useless(other than the Iron will effect).
That Iron Will effect is insanely strong. OTR is an amazing perk for...oh man, so many reasons.
Keep in mind you can chain an OTR into a Dead Hard into a DS.
I don't count these as 2nd chance perks
Shrug. You are free to count a bag of Jelly Babies as your dinner, but it won't stop you from being constipated.
since they're only being used if the killer tries to take the most easy and efficent strat to win a dbd game - tunneling
Then they are, by definition, second chance perks. That's what a second chance perk does.
DH - old DH was busted, nowdays, it's very strong on pallets BUT, most of the times you can get them out if you bait it pretty easily, most of the time they won't reach to a pallet and even if they do many times u can time the hit and still get them after the animation is over.
DH is a high risk/high reward Ex perk. You need a bit of skill and a bit of luck to pull it off, but it's insanely strong when you do. And it also gives enormous passive deterrence, the killer will frequently waste time trying to bait it out. Go watch some Ayrun games if you want to see what this perk can do in the right hands.
Also, It's not a true 2nd chance perk since if the survivor brought SB/BL/Lithe he would get a 100% distance guaranteed from you, DH is a risk, sometimes it won't give u any value and they basically did a chase with no exhuastion perk to begin with( if you're a competent killer, it should be most of the time for you).
Once again, you are free to try and define things out of existence, but it won't change reality. SB has a substantial trade-off. Lithe is quite map/RNG dependent. BL is like Lithe, but more so.
Unbreakable - If you decide to slug survivors, making them not being able to do anything fun just to get pressure, you have to realize this strat must have a counterplay, unbreakable is an healthy perks that most of the games won't even work.
Slugging is completely fine unless you're doing it to BM. It's frequently the only way to win games (go watch the recent community cups if you want to see what I mean). UB is a fair perk though, and I...cannot recall the last time I saw a QQ thread about it.
Adrenaline - works only if you team does gens, until that stage it gives no value at all and if you're not being in chase/injured at the end game, other than the speed you get pretty much nothing.
...What?
That speed is amazing. And it'll pick you up if you're slugged, or heal you if you're injured or come off the hook.
Honestly, I don't see the point of this thread. All you're trying to do is paint a lazy strawman of killers, define things out of existence and downplay every single perk you name by going 'well, what if x?'.
DS is fine. UB is fine. OTR is fine when it's used as an anti-tunnel perk, but it generally works as a free bodyblock. DH is probably borderline OP. Adrenaline is and has always been a busted perk that pretty much negates the entire endgame.
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Keep in mind you can chain an OTR into a Dead Hard into a DS.
Wrong order, there. OTR, DS, DH.
(Also I will argue until my fingers drop off that DH isn't high risk; you don't put anything extra on the line to use the thing)
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We could have much better discussions about balance if posts like this wouldn’t be written in such a condescending way, just dripping with entitlement.
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You risk looking like a fool doing the dab animation for no reason. That's the highest form of risk there is.
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Usually every build has an Exhaustion perk, and when compared to all the other Exhaustion perks its absolutely high risk/high reward
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"Slightly more likely to be misplayed than other Exhaustion perks" still doesn't deserve the label 'high risk'. No Mither is high risk (and very stupid), and DH can be used to enable ridiculously greedy behaviour even more (which is high risk). But pretending that DH is high risk really exaggerates it.
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Maybe because they are 2nd chances? The only perks that could be a 2nd chance for killers are noed (and it still requires that you did good in a chase and hit the survivors before they'll found and cleanse it) because it allows you to get possible extra kills and it has 2 simple counterplays: do bones or just wait until you get aura reading on that totem, and the combo spirit fury/enduring which an be countered by simply throwing down pallets a bit earlier...
Survivors have a lot of those perks. The main problem is that those perks are designed to correct possible personal mistakes, which is fine for survivors, but killers doesn't have 2nd chances tools so strong in a 1vs1 context and they also don't have 2nd chances perks designed for 1vs4 situations enough strong to keep up the pace
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Yes it is, considering with the other exhaustions youre almost guaranteed to get value from them with good positioning.
DH either gets high value, or no value. Aint no in between
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If a perk prevents you from being downed in a situation where a hit would ordinarily have downed you, it is a second chance perk.
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These are all second chance perks,,,same way no way out / noed are for killers ,,,
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I see your justification does not go into why they are not second chance perks but on how they counter certain plays, in a very antagonic manner too, but it still doesn't present an argument on why they are not second chance perks, I agree some of them are not, but due to reasons different from "killers are evil".
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Regardless of what people want to call them. Do people not think that survivors need these perks because they're up against a killer which is faster, gets free bloodlust x3, can remove a survivor from the game whilst having finite resources.
It's also worth mentioning a killer can win with only 4 hooks out of 12. Whilst survivors always have to complete the full objective of 5 gens to power the gates and win. (Hatch doesn't count, and doesn't change MMR either).
On top of that with all these perks in the game, as annoying as they may be, kill rates have never been outweighed by escape rates and are currently still sat at some of (if not the) highest they've ever been so....
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I do always find it weird when people complain about DH. It's not an easy perk to get perfect every time, and if killer is aware of it then it's incredibly easy to counter.
You have to have extremely good reactions to use it successfully without forcing the killer to swing. Forcing a hit is very risky, an experienced killer will recognise a surv running at them as a DH attempt and a really bad killer might just swing late because they have bad reactions and get the down 🤣 i certainly did that once or twice when I started as killer, was wondering why the survivors had randomly dabbed.
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Do people not think that survivors need these perks because they're up against a killer which is faster, gets free bloodlust x3, can remove a survivor from the game whilst having finite resources.
But are survivor all alone in this or are they together with 3 others?
Whilst survivors always have to complete the full objective of 5 gens to power the gates and win.
Wrong, the individual survivor can even win without ever having to necessarily touch a gen, the TEAM has to do 5 gens overall.
On top of that with all these perks in the game, as annoying as they may be, kill rates have never been outweighed by escape rates and are currently still sat at some of (if not the) highest they've ever been so....
So..... Your remember that those stats are a gross average across the board?
The fact that a not insignificant part of the killer player will be performing above and below that and the people actively voicing their opinion/complaints on the forum are a tiny fraction that can stem from any side of this average?
It's always funny to me when some people say that DBD is a casual party game for survivors (which it isn't in my eyes, it's an online pvp game with distinct sides and fixed team sizes) but then argument with the kill rates as if all the people they talk to would have those kill rates or above and can't be trying to play casual as killer themselves and end up way below that average.
And if the killer player says " i want to play casual too", they get hit with "then don't complain when you don't ez 4k every match".
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