There are no topics about survivors admitting things are issues on their end.
![Ryan489x](https://us.v-cdn.net/6030815/uploads/avatarstock/nFHX5ODDOUXUI.png)
so here we go.
I play more survivor then killer so I have a fair but not perfect understand of some of this.
Old DS used to be overpowered. the nerf has toned it down. (not including original DS)
Dead hard is pretty much a third health state, not many survivor players will admit this but that's what it's used for.
The end gamer collapse is pointless since survivors just wait out the timer at the exit gate just to teabag the killer.
survivors do things for the single goal of just annoying the killer and have no respect for the other person that's controlling them.(yes this goes both ways for killers too.)
99% exit gates are far too common when no one is on a hook. This can actually get teammates killed because the killer is after them and they're running toward a closed gate that could be open.
The game already has things built into it at the survivors advantage. The sound mix is so bad that certain sounds overpower other ones. Fire barrels are louder then gens and sound very similar, gens are louder then survivors grunts of pain. the sound lags behind the action being taken. you can take off from a gen and the killer will still here the sounds of it being worked on for a second and you're long gone. when a gen is finished the bubble that comes up blinds a killer and they can't see you leave even if they're right in front of it.
There are 100% safe loops for survivors if you keep the pace up and don't make any mistakes.
All killer actions have a cooldown with perks to compensate. missed attack= cooldown. Hit=cooldown. pallet break=animation lock. survivors can pretty much stop doing anything and run with no delay and are protected during some animations.
survivors can unhook form any side of the hook; front, left or right. the killer can only hook from the front and at a set distance. This allows survivors to body block and prevent a hook killers can not prevent an unhook at all. Add Borrowed time to that and there's no chance.
Survivors can also move in a way that throws off the games very bad aim dressing. The killer swings and you move one step to the side and the game thinks they were aiming at the rock next to you. that's a huge miss.
There are just some of the things I've learned playing DBD.
So when we play survivors we need to realize that we are more powerful then we give ourselves credit for. If people truly want to balance the game we should look at both sides not just how killers are too powerful and need to be nerfed to make survivor games easier.
And to those who only play one side of the game, Try the other one. sure you may not be as good on that side but you will have a far better idea of happens on that end. I used to be the same "Killers are OP" "killers suck" then I started playing as them and realized that they really aren't as powerful as they appear especially against a well coordinated team.
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thanks, but this still just sounds like a another rant post
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Imagine how beautiful DBD would be without survivor players.
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I did read it. It's just perpetuating the "poor, persecuted killer" mood on this forum. It's sad and tiring.
Post edited by Rizzo on10 -
Then instead of making porn threads or crying about camping why don't you just help killers fix those issues so they don't keep leaving the game and not having fun?
Or are you gonna make a thread too crying about long queues?
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It really isn't, you can't put emotion or inflection through text. I typed it as a person who plays mostly survivor. not poor killer stuff.
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The jokes write themselves.
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Never made a thread crying about queues, I primarily play killer. And porn...?
I've been here for 4 years bro. Every killer I know who quit didn't quit because "boo hoo survivor too strong". They quit because of two reasons.
A, They thought killer had become too easy and it wasn't challenging to them anymore
Or
B. They found new killers/perks/maps not fun to play.
Heck, I took a 5-6 month break after Ghostface's release. Wasn't because killer was too hard, I was just bored.
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we can read, a lot just choose not to rise to poor bait attempts like yours.
I hate myself so I'm going to go through all of these points one by one.
Old DS used to be overpowered. the nerf has toned it down. (not including original DS)
You said it yourself, it's been substantially toned down and it's in a good spot right now.
Dead hard is pretty much a third health state, not many survivor players will admit this but that's what it's used for.
Dead Hard being used a third health state isn't the issue. Doing so is incredibly inconsistent and a lot of the time will buy you simple seconds. The primary use is for loop extending without much counter which, I admit, pretty bullshit to deal with. However if a survivor is using Dead Hard to dodge a hit like a third health state, they're doing an exceptional job at predicting or the servers just liked them that day.
The end gamer collapse is pointless since survivors just wait out the timer at the exit gate just to teabag the killer.
The existence of the EGC is to prevent hostage situations and ensure the game can end. It was never meant for lethality, and the devs have confirmed as much many times. It works as intended and does it's job well.
survivors do things for the single goal of just annoying the killer and have no respect for the other person that's controlling them.(yes this goes both ways for killers too.)
People will be dicks, I guess. It sucks but that's what being anonymous does to people :/
99% exit gates are far too common when no one is on a hook. This can actually get teammates killed because the killer is after them and they're running toward a closed gate that could be open.
The timer itself can severely limit time for making plays and resetting, however. 99'ing gates is the smarter move and prevents situations where you could've rescued a teammate if you had just a bit more time. The cases where 99'ing has gotten someone killed are substantially less than the cases where pre-opening has forced the team to sacrifice a mate for a 3man escape. The benefits outweigh the risks.
The game already has things built into it at the survivors advantage. The sound mix is so bad that certain sounds overpower other ones. Fire barrels are louder then gens and sound very similar, gens are louder then survivors grunts of pain.
This one I agree to. The sound design and sound effects are amazing, the implementation leaves much to be desired. There's still the issue of slugs making little to no noise, which can be pretty frustrating. However, in the same vein as this, some terror radius (hey slinger yes i mean you) are also drowned out by everything. Mostly a survivor issue but certain killers aren't immune from it too.
the sound lags behind the action being taken. you can take off from a gen and the killer will still here the sounds of it being worked on for a second and you're long gone.
I've never heard of this happening, nor had it happen to me in approxinately 3.1k hours of playtime. Probably a bug, or someone's connection was being very dodgy.
when a gen is finished the bubble that comes up blinds a killer and they can't see you leave even if they're right in front of it.
Same goes for the scream when someone is hooked, you can't see the killer coming towards you. That's more an issue both sides face.
There are 100% safe loops for survivors if you keep the pace up and don't make any mistakes.
This one I'll agree to. Some loops, such as Suffocation Pit's good window, Storehouse's main building, Saloon (depending on how they run it), all of Gideon, Preschool, etc are really strong and could probably do with toning down. Imo they need to make loops better than those on Hawkins, Midwich, or the centre of Badham, but not as strong as the low-wall loops on Macmillan or Autohaven.
All killer actions have a cooldown with perks to compensate. missed attack= cooldown. Hit=cooldown. pallet break=animation lock. survivors can pretty much stop doing anything and run with no delay and are protected during some animations.
And how would you suggest changing this without uprooting the very precariously placed balance we currently have in place? If you gave a 0.3s cooldown after doing something into a run it would change the entirety of DBD, for example.
survivors can unhook form any side of the hook; front, left or right. the killer can only hook from the front and at a set distance. This allows survivors to body block and prevent a hook killers can not prevent an unhook at all.
Bodyblocking has been confirmed as a legitimate strategy by BHVR, provided it isn't done for a hostage situation. There already exists a hook vacuum in the game provided the space in front of it is empty. Also, omni-directional unhooks was implemented to prevent proper facecamping, where the killer could stand in a way to prevent the Unhook prompt appearing. I fail to see how this is an issue on the survivor end.
Add Borrowed time to that and there's no chance.
It'd be nice if BT gave the unhooked survivor no collision so I can go after the unhooker like I really want to, but asides from that I don't think it's too much of an issue. Very strong perk, yes, but also with the amount of killers who have decided that overcommiting to a chase, being looped for 4 gens instead of chasing any of the other 3, very obviously weaker survivors, is a good idea and will then camp out of spite, it's a necessary evil imo.
Survivors can also move in a way that throws off the games very bad aim dressing. The killer swings and you move one step to the side and the game thinks they were aiming at the rock next to you. that's a huge miss.
Aim dressing is only really an issue when ping goes wonky for half a second or you've decided to, for some reason, play Nurse from my experience. It's not as awful as you're making it out to be.
So when we play survivors we need to realize that we are more powerful then we give ourselves credit for. If people truly want to balance the game we should look at both sides not just how killers are too powerful and need to be nerfed to make survivor games easier.
If we want to balance the game, we don't need to point blank nerf survivors. We need to buff solo queue to 4man on comms standard, buff killers and their mechanics to compensate, and if further action should be taken continue to buff killers or nerf survivors. However, no killer buff or survivor nerf that's too drastic can be taken when solo queue exists in the shambles it currently is.
Alas, as shown in the most recent changes to Small Game, BHVR really don't care about solo queue.
And to those who only play one side of the game, Try the other one. sure you may not be as good on that side but you will have a far better idea of happens on that end. I used to be the same "Killers are OP" "killers suck" then I started playing as them and realized that they really aren't as powerful as they appear especially against a well coordinated team.
This.
This one I can agree to, completely wholeheartedly.
I used to be a hardcore survivor main, and I think a lot of my opinions on the game's balance still favour survivors somewhat (though usually I argue from a perspective of fun nowadays). I used to think NOED was a crutch for bad killers (still do ngl), Ruin was/is a crutch, existing on the map is a crutch, DS was fine, as was DH, old BT, and killers that complained were just crybabies. Then I actually started playing killer and my opinions shifted. Currently main killer but that's literally because survivor isn't fun rn else I'd still be a 60/40 player.
But yeah, play both sides. At high ranks. I implore people.
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Definitely not in terms of just taking a protection hit or else it makes the perk completely useless. Killer is camping, hits someone going for a rescue. They have no choice but to try and trade, killer goes straight for the unhooked survivor and BT doesn't work now because it would've been classed as a protection hit.
But yeah, hi. :)
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lemme just post my comment again besite.
we can read, a lot just choose not to rise to poor bait attempts like yours.
"A lot just"
"A lot"
"A lot"
wow it's almost like i purposefully excluded some people like myself because i enjoy interacting with people no matter if it's positive or negative.
we really do stay losing bestie
and by we i of course mean you
(edit: there's a quote feature for a reason, by the way. i suggest using it to talk to people directly. i know how hard it is to hold a conversation but do at least try. thanks :) )
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I forgot to hit the quote button LOL
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It doesn't matter if you play survivor or killer everyone knows what it's like in some way shape or form.
What you brought was a list of reason why survivors have it good and easy. That's a rant post
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Most swf know how strong they are against killers, there's nothing they can really do about it though.
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This, its been said a billion times.
Dbd isn't survivor sided. It's SWF sided.
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let's just agree and say no it isn't
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That is a fair response. I wasn't trying to rant or start fights I agree with a fair amount of your points. there are a few that I don't but that's how discussions go.
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It's like the PoE community.
They chase out everyone who says the game has issues, then they wonder where everybody is.
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Amazing, another player blaming every problem that the game has on one side, these forums really never change.
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Not taking sides here but with the amount of perpetual spite between the two sides the developers are eventually going to have to add a "referee" class. Someone being accused of tunneling too much? Ask the in-game refs what they think. A survivor playing in a way that seems boring or rushed to the killer? Signal to the in-game ref for a timeout.
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Some Survivors just can't own their mistakes. Survivors start every match with full control, it's not until they start making mistakes that the killer gains an advantage.
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