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Why do some players complain about second chance perks?

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Comments

  • RaSavage42
    RaSavage42 Member Posts: 5,738

    I wish I could go back that far

    It's a mess for me in Red ranks

  • Primalux135
    Primalux135 Member Posts: 1,045

    NOED have counter even if you fuse em with all totem perks do the bones but DS and unbreakable doesnt. There is no way I cant avoid you stand up. Maybe next killer perk will be like wont let you up unless someone heals u if that so it have a counter

  • Primalux135
    Primalux135 Member Posts: 1,045

    Yeah I said a few months ago that I want something like if you hit me with a pallet you get injured perk the only thing close to second chance its Enduring +spirit fury so imagine that on every survivor but even if you pre drop pallet it breaks anyway.

  • Roobnus
    Roobnus Member Posts: 375

    It's obvious why people complain, if you can't see that then I feel sorry for you. If you're just trolling, I also feel sorry for you.

    Pitiable.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772
    edited August 2020

    You won't see good/experienced players use NOED outside of niche builds or Rift challenges. It's not particularly powerful as most games it gets triggered a gates 99% and the remaining players will either leave the killer to thier 1/2K or find the totem and go for a save. You can also disable it before it activates.

    If you're observant enough you can even see if the killer has it active by how fast they're moving.


    There's no way of knowing if a player has DS or Unbreakable and if picking them up/leaving them slugged to try and slow the game might end up losing you the entire match. Personally I don't mind Unbreakable as it feels less common nowadays but having been double DS'd after a triple down at a hook as LF yesterday really reminded me how toxic DS and UB together is.

    Neither of those 2 I'd downed even attempted to hide or run and actively tried to bodyblock in the chase/block the hook knowing they were temporarily invincible thanks to DS and UB.


    With DS your entire team technically get rewarded for your failure when it should be the opposite.

    You get a stun which leads to the killer continuing to chase you, your 3 teammates get an additional chase to all work on gens. And on some maps with longer loops a chase from a DS. Especially if thhere are still a lot of pallets can be 3+ gens gone.


    Before I get the 'lol dont tunnel' I NEVER hook the same survivor twice in a row but regularly take more than 1 DS per match from players who know they're invincible and caan screw me for trying to play fair.

  • CrowVortex
    CrowVortex Member Posts: 985

    2nd chance perks are fine, it's when they're used offensively instead of defensively. Example - Survivor get's unhooked, has DS active and runs away, Hook his rescuer, guy with ds comes back and unhooks him, BT active on the unhooked guy, hit his rescuer, get Ds'ed. That's just 2 people, imagine 4?

    DS needs to be removed when you perform an interaction on a gen or with someone else, cause clearly that wasn't the design for the perk. Forcing it inside locker's too.

  • YehBoiGoku
    YehBoiGoku Member Posts: 248

    I was thinking whenever someone else gets hooked because that would really make it an anti tunnel perk

  • YehBoiGoku
    YehBoiGoku Member Posts: 248

    Man it was plain obvious a couple months ago. Now there is a new reason almost every week.

  • ZaKzan
    ZaKzan Member Posts: 544

    Dead hard does not have effective counterplay, because it gives the survivor 2-3 seconds of invulnerability. Now if you're an inexperienced player, you will very obviously respond with 'just hold back your m1,' and in this case you're wrong because first of all, dead hard is getting its intended use by you wasting 2-3 extra seconds catching up to the survivor, and secondly this isn't the scenario I'm going to be talking about.

    Let's say you're chasing a survivor, they are healthy. You catch them out of position and hit them, they now have a speedboost to get to the strongest chain of pallets and windows on the map. They do this. They get to the first chain, maybe it's a L wall T wall, maybe it's a jungle gym, either way you juke your red stain and you catch up to them to the point that you will down them before they make it to the pallet or window, they dead hard and instead of you downing them, they can throw the pallet or vault the window. In a vacuum this action isn't very powerful, but in the context of the way maps are laid out, this can mean the survivor is essentially invulnerable from that point on as they have access to the chain of pallets and windows necessary to almost infinitely loop you. Without dead hard, you down them and produce significant map pressure, if this is the first chase of the game, this is huge for you. With dead hard, if you continue to chase them, you lose the game, and it's not guaranteed that if you break off chase that the next person won't do this exact thing until this broken chain is dealt with by you. This is how a team of good survivors wins nearly every game they play.

    The main problem with second chance perks is that there's a large amount of safe pallets on any given map that have to be broken by the killer. Second chance perks also can be used offensively rather than defensively and that is where they become especially oppressive, and especially if all the survivors are running them. 60 seconds of invulnerability becomes 240 if all survivors are running DS and unbreakable.

  • YehBoiGoku
    YehBoiGoku Member Posts: 248

    ok mixing all this knowledge I now understand it's because an experienced player can get a way too big of an upper hand with these second chance perks correct?

  • YehBoiGoku
    YehBoiGoku Member Posts: 248

    Please correct me if i,m wrong

  • Roobnus
    Roobnus Member Posts: 375

    Experienced players make only very few mistakes and these perks allow them to avoid the consequences of these mistakes.

    If you're a bad player that makes many mistakes then these perks are not that powerful, 10 seconds later you will get downed again so it's not a big deal.

    If you're an experienced player, these perks can easily increase the chase by a few minutes even if the Killer makes no mistakes. That's why people complain.

    The better the players, the stronger these perks are. When you watch McLean play against some scrub potatoes it looks fine to him because "not everyone is playing DbD in high skill level" which is certainly true but doesn't change the fact that it's broken in high skill matches. Problem is, they don't care about high skill because the majority is casual.

  • justamyers
    justamyers Member Posts: 1

    Someone gets unhooked, sits on a gen right in front of you. You grab them, get ds. Slug them, they are back in 10 seconds because unbreakable and get right back of the gen

  • terumisan
    terumisan Member Posts: 2,405
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    There are 4 survivors who can run the small pp build and noed can easily be countered by bringing a map