I guess with this build you avoid any interaction?
I guess the build from Lara and Sable shows how good you can avoid any interaction with the killer. I've seen the combination of Distortion and Iron Will quite often with then different last two perkslots.
Before anyone is saying "But you got the 3k, so why are you complaining?" or that these builds are rather bad, it is not about winning or losing it's more about if this is healthy for the game that you can avoid any interaction with the killer and basically wait until your teammates are dead, so you can get the hatch without ever seen the killer or if your teammates are good enough to open the exitgates. From the killer want to win pov it is great (couldn't ask for more - can focus on the other teammates, no antitunnel, and they are selfcaring for five business days in the corner of the map) but is it good for the survivor pov and healthyness of the meta? That's rather the question and I don't think so.
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The worst thing that happened to dbd is that it became chase action game. I would much rather have a game where killer is a lot more powerful in chase but he have to find survivors first than to play this chasy meta slave nonsense with 87 aura reading perks and add ons, because be damned if where is even one second of down time where everyone is not being 100 efficient.
The best memory of this game is adding fog to swamp when it actually did something and trying to do 5 gens without killer finding us. It was fun as hell.
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chase action was always part of the game. If it's fun for you to hide then okay do you do but that's very simple.
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I promise you I can be the most immersed survivor around and I don't even use Distortion. It's not really the perk.
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I don’t think a focus in chase s necessarily a bad thing. It’s exhilarating and allows Survivors to express their skills to the maximum. It should remain a big part of the game.
I do think that the Devs should implement more ways for Survivors to escape chase for those that aren’t good or confident enough to loop a Killer. They should also make it a little harder to find people by adding more things to hide in or behind since the game has a plenty of Aura reading. The only thing is, this would suck up all the time Killers have to down Survivors so they’ll have to figure out a way to lengthen a match without increasing gen times.
At the very minimum, it’s long been past time to have a permanent mode of Dbds version of Prop Hunt for fellow stealthy players.
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The Perk itself is a problem - Distortion is not without a reason one of the most used Perks in the game. Thus, it is not only this one Perk but rather the selfish behaviour and how Perks support this: instead of selfish Perks I wish survivors would use more teammate perks like Babysitter, Kindred, BT or utility/antitunnelperks like Unbreakable, DS, OTR. Perks like these give the survivors better odds to espace and to make the match more difficult for the killer. It gives the other teammates also a better feeling when they realise that someone takes care of them or tries to be productive with generators instead of seeing four Perks that aims of the own espace/let the teammates die.
Year, I wish we would have less of these "This is SoloQ" matches :/
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Well I don't know, are all the lengthy aura reading perks healthy for the game? The HIDE AND SEEK horror game. Especially when things like full aura-readiny comp nurse exists, with which walls, pallets, vaults are useless for survivors?
Lol okay okay, Nurse example isnt fair, okay.
But is getting sniped by hatchets across the map by aura reading huntress, is there lots of survivor/killer interaction in that?
There are things on both sides to consider. Distortion/iron will are great for survivors that arent good in chase. Also, it challenges the killers relying on auras to find survivors. Should they run dead hard/decisive instead?
If you leave the distortion player for last, that's a mistake for sure. Since you cant rely on whatever perks you're using, you have to use game sense to find them. Best time to do that is when you can account for the other survivors, ideally you apply enough pressure that they HAVE to go for an unhook or do a gen, thats when you find them. Then its up to you what you do with them.
Also, sometimes you have to account for people doing streaks and such, yeah theyre going to avoid the killer as much as possible to get their escape. Basically its just a playstyle preference that some killers just cant counter because they're also depending on perks. Practice finding blendettes without aura perks, thats my advice.
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IDK, I run Distortion/Iron Will and pretty much stay in chase with the killer. That said, I'm using them with Chase and flashlight saves in mind.
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Lets get you into a game of old school dbd as killer on OG swamp with a New Moon Bouquet and Murky Reagent against 4 blendettes. And lets see how fun you have then.
Also theres a reason why other assym games have failed when making the killer have 0 counterplay once a Survivor has been found
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You missing my point: The point is not about the Killer pov but about the SoloQ/survivor and if these builds/perks in it's current status healthy. But okay
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Survivors trying to stealth is the inevitable outcome of Behaviors recent design philosophy where they limit the number of pallets and buff killers more and more. Not everyone can loop well so they have to have stealth.
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All survivors managing to dodge the killer all game is a great strategy, if extremely annoying.
However once survivors start getting found, players should fall back to the usual moves. (Saves, hook exchanges, …)
Speaking from the survivor perspective, such moves helped me survive longer than I normally would, or even escape on an trial where I was outmatched.
Speaking from the killer perspective, it helped teams to make me waste a lot of time (which I hate but was great for them).
I need to add that if only one survivor is being stealthy, it usually ends with a win for the killer.
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with this build you also avoid escaping and get your entire team killed. Very solid
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Why should I want to „interact“ with the killer when all newer/reworked maps either have 0 loops or only got trash/worthless loops. At this point there is nothing else left.
I also don‘t understand your hatred for this perk. It is completely fine.
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The newer maps are much better - at least only need tiny adjustments. They also announced that they will rework Haddonfield and even Midwich because they see the issues with these maps. We also have so many other maps, so just to focus on one or two where the developers made a mistake (that they agree on) is a little bit harsh. It's also not only about the killer but also the interaction with your SoloQ teammates.
I've never said that I hate this Perk. All I suggest is that Perks that enable a selfish playstyle is not healthy for SoloQ. So don't distort the realities here.
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Pretty sure the game was originally supposed to be a hide and seek simulator with horror elements, and an end game objective. Now people just want speed runs. It kind of ruined the game for many, many people.
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I did not say that you said you hate IW, but it feels like it.
Almost all maps got changed to the worse or released bad for 1 and a half year:
Cinema map: Only trash pallets and trash loops and terrible gen placement
Garden of Joy: Almost nothing good outside of car park, shack and main
Temple of purgation: Nothing outside of main and main isn‘t even good.
Both Borgo realms got Terible maze tiles, are far too small and have terrible/almost no loops
Coldwind: The one with shack and rancid abattoir lack in almost everything. I don‘t like how they changed all aspects of coldwind, the lights and more closer corn was better, there weren‘t so many useless tent loops and less weird structures. Overall the old cooldowns maps were far better.
There are other maps that also lack in a lot of things, but that are the worst ones in my opinion.
I don‘t even have issues with Midwich and Hawkins, that most people call killer sided. Shure they are, but I find them fair. Midwich got a lot of good loops in my opinion.
IW is a very good perk for the games Health in my opinion. It helps against tunneling in some way by making healing easier/less noticeable and sometimes the killer overlooks you, because of this. It is also one of the few perks that can actually help you losing the killer. It helps with flashlight saves. If my teammates would run, it they might at the very least die less often. That means I might be able to do more than healing the whole match and running from hook to hook. I also like looping with it more, because it doesn‘t give the killer constant wall hacks by letting him hear me through walls, which gives me an actual chance for mindgames.
Did the devs actually say that current haddonfield will get changed soon, because I thought they were very happy with it?
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Yep. 2 hiders and 2 insta-healed on hook people.
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No. There would always be hiders regardless. The ones who know how to loop don't all of a sudden want to hide. They'd do that vs Nurse, but she doesn't care how many pallets there are anyway. The hiders can stay in low MMR, because that's the only place that play style can exist. You can't simultaneously balance the game for looping but also stealthing.
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The Self-Care does certainly add to that.
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I'd throw in Calm Spirit as well, just in case they got scream perks.
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Stealth should always be an option in the game, a lot of survivors are bad in chase, including me, so stealth is a good option to avoid it altogether. The game isn't all just about the chase and it shouldn't have to be. I hate being chased as survivor, even after thousands of hours.
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Iron Will is not healthy for the game but I guess you miss the experience to understand it - even though you explain it -, especially when I see how you think back to your discussion about maps in general.
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Nobody is saying that stealth should completly vanishing from the game. It is rather the question how much stealth is good for you and your teammates. Nobody is expecting you to loop the killer for 5generators or something like this but to join the match with the build and mindset to avoid any interaction with your teammates and killers to get the hatch is in my opinion not good and should/could be in some way limited/the perks should get a rework/nerf. Low Profile, Distortion, Left Behind, Calm Spirit, and Solo Survivor are in my opinion problematic because they support the mindset of beeing selfish. I can understand when the developers say that they think SoloQ is full of lonely wolves and for that reason they don't wanna give us some QoL changes when I see and withness rather selfish perks/builds in my lobby/players during the match. Again, not saying stealth should be removed from the game but rather draw the line between stealth and selfish.
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The game has always been marketed that survivors can be team players or focus solely on their own survival. Yes, it's annoying if you get teammates like this, but it's literally a selling point of the game and thus it makes sense for perks to be made to support this playstyle.
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What even is this?! Someone got a different opinion: Ahh you lack experience. Wowwwwww
In general I want a game to be fair, but nothing in this game is fair. This game is incredibly killer sided, which makes it very boring for me as killer player. I don‘t like to have it that easy in games, where I win the majority of my games by default. Shure the devs want it to be like that, but I don‘t like that. Now you could say play survivor, but it is literally only frustrating to play survivor. You get constantly bad maps and bad teammates, that show you constantly how bad the game is for survivors
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Year but just because they say so doesn't mean they can't change it. In addition, the info about this comes from the steampage (at least I saw it there and nothing else where) which is over seven years old, so the mindset of the developers might have slightly changed. I also don't think that this is a huge selling point or does we have any proof of it?
In the end, if the SoloQ players are fine when they play with rather selfish teammates then okay. I just give the suggestion that I don't think it is good or healthy.
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Yeah, love it or hate it, players should have the option to go incognito if that's the playstyle they want to employ. It's generally self-defeating and annoying to teammates, but its valid. Killers who tunnel often say that's their right, even though it's lazy and the masses loathe it. They're right, and this is no different.
"I bought the game, I can play it how I want" is universally applicable (within the rules/ToS, of course) even in cases where it's generally unhealthy.
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I feel like this is the actual reason all the grass and tall foliage is gone from maps, devs actively want to discourage stealthing. Guaranteed when the swamp rework happens the tall grass will be gone.
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sadly, the killer is mostly a joke. With gens so easy and fast to complete, and survivors' kits so busted, the killer is merely an inconvenience
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You can't balance it, don't assume others have such… limitations.
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So… you know that objectively your wrong? The devs have released numerous stats that show the game has never before been so heavily killer sided. Not even four man swfs are beating killers on average.
Like, I can get wanting your side to be more powerful but I don't understand the need to just make stuff up like that when the developers have come out and showed hard evidence that killers routinely and easily beat survivors.0 -
I'm just mostly surprised that with thousands of hours you haven't bothered to learn map layouts and simple loops. You don't have to play like comp players and loop the killer for 3 gens.
I guess if unhealthy selfish gameplay is ok then its also ok to leave these selfish teammates to hooks right? I am talking about the selfish hiding and not helping the team at all. No unhooking, no gens no nothing and def not even bothering to try to save in endgame type of selfish.
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Some people like to play stealthy, and that's fine. As long as they are doing gens, unhooking/healing survivors, looping killers when they are being chased and other things to help the team win, who cares?
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That's a playstyle the devs support.
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I wish the bloodpoint score was visible. The build is definitely about stealth, no question. If they were to be just hiding all game then that would be a pain, but seeing the score would give a better indication of how much they participated. I've seen such builds for players who worked well as a team.
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Both had a little bit over 7000 BP. Zarina was 15000 and Mikaela around 13000 iirc. Sable gave up on hook after I've first hooked Zarina and Mikaela. After Sable's death I found Mikaela and she died on hook, which was from my pov understandable and before she gave me two chases same goes for Zarina. Then, I was looking around for the last two and after a while found Lara hiding and she tried 4% but hit skill checks after that. The first gen also took a while despite only one PainRes.
Year, during the anniversary event me and my friends tried a full stealth build with the quiet mode and it worked. But something like this only works if you're a full team but this was rather a SoloQ from the way they played and how they behaved.
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