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General Discussions

yay guys, more anti-killer changes coming soon

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  • Member Posts: 153
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  • Member Posts: 310

    I dont get why survivors need their hands held so much.

    Just look at how many second chance perks survivors have. It's laughable and completly outrageous that people think thats STILL not enough. @danielmaster87 is right. Survivors are so incredibly ungrateful towards the devs. Basekit BT + haste off hook, an enormouse number of OP second chances, removal of hook grabs, anti camp and so much more. Not one shred of gratitude. It is never enough no matter how much the devs give to survivors.

    Anytime the devs throw killers some crumbs people come out of the woodwork and completely lose their minds. "AHHHHH this game is so killer sided. The devs never give survivors anything". Blah blah blah blah blah.

    Im sorry but, it is getting asinine and frustrating.

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  • Member Posts: 2,556
    edited February 23

    No worries, you'll figure it out eventually with more experience. Great way to essentially force the killer into having one less viable perk in the match.

    One of the problems we have at the moment are players who go up against a particular playstyle and refuse to adapt to counter it - expecting to play how they always play every time to always work for them then cry foul when throwing themselves at a wall didn't work. That goes for both sides. Survivors playing a particular way - the killer needs to adjust accordingly. Killer playing a certsin way, the survivors need to adjust accordingly. If PR is being run, and survivors keep throwing themselves at a center gen while its constantly getting nuked to 0% are likely going to fail. That doesn't mean PR is OP, that means the survivors did not bother to counter it. A problematic hex totem? Dont pretend it doesn't exist, find it and destroy it. Ghostface in the match? Dont just keep your heads down and staring at the gen - keep a keen eye out and have one survivor dedicated to keeping tabs on him and revealing him. The matches success is always about adaptability. You're welcome to watch tournaments of some of the best players - they all play VERY differently depending who the killer is and what he's running. While the below isn't a tournament, it showcases how a professional team faced off against a ghostie.

    You'll notice immediately that they don't play their normal routine, they specifically changed their gameplay to counter the ghostie. Playing vs PR is no different. Adapt or face a rough match. The fact that such a statement is downvoted just shows how much players really don't want to make the effort to counter anything. I can promise yall that starting to actually put effort into your matches and adapting to what challenges come will make for a much more positive experience for you. Just try it. Instead of just holding m1 on a gen the entire match expecting success, consider what is going on around you and how you can counter it. Survivors have all the tools in the world to overcome the killer. That's the challenge - that's the fun. It's a far more dynamic experience.

    Bear in mind, the game is balanced around SWF, so if you solo queue, it will be a lot more challenging. You'll essentially need to bring your A game and be able to hold your own. You'll want to learn how to efficiently loop. You never know how experience your teammates are, so you'll probably need to do the countering all by yourself. If you see no one is countering, then you'll need to. If they are countering, then you have room to do gens and such. What's rough is when you're countering but others don't realize you are and can ruin it. Thats a problem with solo queue - it's innately weaker than swf. Sadly, the game just isnt balanced around solo queue, so it'll be harder to succeed. Communication with teammates is key, so hopefully we have some sort of way to do so in the future. Solo queue needs some love.

    Post edited by RpTheHotrod on
  • Member Posts: 310

    DS, OTR, STB mostly. There are more than that but those 3 are downright offensive. People call them anti tunnel second chance perks but thats not really what they are at all. An anti tunnel perk would activate only if you are hooked consecutively. Thats not what these perks do. DS and OTR have timers. If the killer is playing really well, it is entirely within the realm of possibility that another teammate can get hooked, and the person with DS for example gets chased again for sticking around or trying to unhook, downed and then the killer is punished because they are playing well. They didnt tunnel. This kind of thing happens all the time.

    When every survivor in the match is running not just one second chance but many it becomes extremely frustrating to play against

    Also, its not like I have a problem with every second chance perk either. Some of them are perfectly fine IMO like DH and SB for example (that is not even close to a comprehensive list)

  • Member Posts: 310

    any perk that give the survivor another chance are second chance perks. STB is a second chance because it allows the trading of a hook state from a stronger survivor to a weaker one. The stronger survivor is not necessarily the best target to chase if you have the option to chase a weaker survivor. There are A LOT of second chance perks and most of them arent even all that bad to deal with. Heck, even the ones that are meta wouldnt even be that bad if it were just one person with one of them. Instead though you end up seeing all the survivors have at least 1 and stacking them has a compounding effect on how difficult a match can potentially be for the killer.

    Out of curiosity, what definition do you use for second chance perks? Maybe my definition is not completely right, and i'd like to compare.

  • Member Posts: 310

    I dont think my difinition is necessesarily wrong but I also dont think yours broadly is really wrong either.

    Maybe second chance perk should be treated as a larger term and then you have the perks that fall under it sorted into groups according to the type of second chance effect they apply? In general I think this is more of a useful system to adopt because rather than using a term like second chance where many many perks can fall under it, you can say I dont like these specific kinds of second chances or go even more specific and say I dont like these specific perks (which people already do get that specific). So, less generalization.

  • Member Posts: 599

    I love me some forum posters that will talk about how killers need to get skilled and get some gamesense but in the same breath defend Windows of Noobertunity to the death despite it literally playing the game for survivors

  • Member Posts: 1,663
    edited February 24

    Some of you don't get how significant and game changing is making the survivors spawn within 12 meters each other all the time.

    That change is an indirect buff to lethal pursuer, which is already a very good perk for pressure in early game, but also make corrupt intervention a bit less meta.

  • Member Posts: 905

    Oh boy, I have a treasure map! I'm rich!

    Except I'm not, because I'm not actually going to get the treasure.

  • Member Posts: 599
    edited February 24

    Sounds like the players should develop gamesense and understand where the chases are happening instead of crutching on a perk that plays the game for them

  • Member Posts: 599

    Are you really arguing killer players get handheld more than survivors? That's quite a take there

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  • That was a whole article to basically say stop nerfing killers and nerf survivors instead??? I'm not a great killer I admit that but I win at least 70 percent of my killer matches with fair gameplay rarely do I slug but when I do it's in last ditch effort to keep survivors on their toes at the exit gates. When I play survivor there's 3 gameplays I face, 1 slugging all 4 survivors off the bat, 2 tic tac toe killer with a 3 gen, and lastly the tunneler strategy. I don't mind that they are all common moves cause they are effective if you wanna win but to make it all there is in DBD is hurting the game more than anything and with the broken MMR new players quit before even starting cause the painful startoff experience and makes it so no new blood is added to the pool

  • Member Posts: 1,070

    the problem is that the entire system is broken and flawed, and they dont have the guts to do an overhaul. And as long as the core game remains broken, nothing they'll do will fix it

  • Member Posts: 2,556

    If you're not seeing it in your matches, then you're likely not in the mmr where people are taking advantage of the hard counter. You'd greatly benefit your team if you'd set up and run the counter yourself, though if you're not in a swf, the others may not realize what you're doing and accidentally sabotage the team allowing PR to affect vital gens again. One of the problems with solo queue is a lack of communication which is something I feel most of us wants to have addressed. I know they refuse to do voice chat, but I'd love to see some pre-made text prompts you can do (ie hit chat key, then 1 is gen related which then prompts other choices such as finish gen, don't finish gen, I'm doing gen, etc...) for example, you could hit V (for chat) 1 1 when aiming at a gen and it'll say Finish that gen. Or V 1 2 for don't finish that gen. Etc...

    The game is balanced around SWFs, they generally innately have communication. Adding a chat kind of pre-made comms would allow people to communicate in a limited form to/from solo queue players. This would end up making survivors stronger than they already are, so BHVR would have to keep an eye on how it affects killer gameplay. I have a feeling a lot of killer kills are due to solo queue kills with their inability to properly interact with the team in a way the game is balanced around (SWF).

  • Member Posts: 310

    Just wait until you start playing vs survivors who you cant end a chase in 5 seconds against. Once survivors know how to loop you and how to deal with you, if they are bring the meta perks you are going to struggle hard.

  • Member Posts: 2,556
    edited February 24

    Look, I'm not trying to sound insulting, but I'd just suggest you'd read how PR works before discussing further. You're going off a misunderstanding of how PR works. Letting go of the gen just before they get hooked doesn't counter the perk at all, it still loses its progress. All Letting go does is avoid a particular perk combo which locks the gen, but that's an entirely different topic.

    You're correct you don't need a comp level team. You're reinforcing what I'm saying here. I'm saying that's simply how to counter PR. Anyone can do it, you just need enough experience to know what the counter is and how to use it. Many people cry foul saying PR is overpowered. Thats just a lack of experience. I'm just saying what the counter is so people learn more and have improved survivor matches. PR isn't a big deal and it's easy to invalidate it. DBD has a LOOOOOT of stuff to learn - it isn't newcomers friendly due to so many variables being in the game. You got core mechanics, tons of perks, tons of killers each with their own counter - even people with 10,000+ hours still learn new stuff. The entire game is about getting more experienced and learning how to effectively counter your opponent. Every single one of us needs more experience, and as we gain that experience, we become better players. I'm not saying you're a newbie, for example. I'm sure you've played a while. I'm just saying after more experience, you'll come to realize PR does have a hard counter and utilizing it will trivialize its presence in the match. Learning new things is a good thing. Heck, I'm 2,000 hours in and I STILL learn things. Thats part of the process, not an insult.

    The video could be 5 years old or 5 days old - doesn't matter. The point of the video is experienced players don't just hold m1 on a gen. I'm just showing that even to the most experienced players, adapting to the match is the key to success. PR is something to adapt to. If you do, you trivialize it. You're accusing me of not knowing what I'm talking about, so I'm just pointing you to a video that even the most experienced players in the game have to adapt to what comes at them. As fornyou bringing up BNP and sabotage, now you're just going way off topic trying to change the subject.

    As for your '"people don't want to learn to counter" apply to everyone" question, I'm having a hard time believing you're genuinely asking this question, but I'll humor you. Naturally it doesn't apply to people actually adapting and countering. I'm referring to people who just want to hold m1 on gens and get upset when something easily countered prevents them from continuing from just holding m1 all match.

    It's not a difficult concept: succeeding in DBD and becoming a better player is all about gaining experience and utilizing that experience to counter and overcome challenges that impede your progress. The fact that you refute this, well, I don't know what to say other than what I said previously...just keep playing and once you get more experience, you'll start understanding that counters exist and utilizing them will be a springboard towards more successful matches.

    You can see there's an issue of people not wanting to adept with downvotes over the statement that the game requires people to learn and adapt to challenges. A lot of people don't want that (as you can clearly see from the votes). They just want a streamlined path of success. In DBD, it's just not going to cut it regardless of how much they want to downvote the idea of overcoming challenges. We have literally had people post that killers are OP because survivors can't outrun the killer. Is that the case? Of course not - they just need more experience to start learning how looping works, the difference between slow/medium/fast vaults, and so on. With PR (or any perk for that matter), it's no different. There are counters, and it all comes down to learning how to deal with them. Occasionally we will have a problematic perk that definitely needs rebalanced, but PR is one of those basic learning experiences to put under your belt. Bam, now you're even better equipped to be a rockstar survivor completely invalidating PR for your team. Thats strength! The alternative is just bashing your head on that vital gens in the center that is constantly getting blown to pieces by PR then being stressed out over it declaring the perk is broken. Thats just not realistic.

    Edit- typo fixin'

  • Member Posts: 2,556
    edited February 25

    I mean, you can disagree with me all you like. My basis is based off of strategies and techniques of some of the most experienced players in the game. I just took those as a learning process and applied them to my own games and it has made a tremendous difference in win rates. If you disagree with those players who practically bleed DBD, then hey, maybe you know better than them. Perhaps you could join some of their teams and show them the ropes. There's room for improvement no matter the level of experience. If you genuinely know better that who many consider to be the best players in the game, then that is incredibly impressive. Should start steaming, you'd make one heck of a following.

  • Member Posts: 21,504
    edited February 25

    Ideally, yes.

    Intangible and invisible Survivor that can't use items until they progress the game, in which case they lose those previously mentioned abilities and/or if EGC triggers.

    Can't be tunneled or slugged, but also can't progress the game until they choose. Fine tuning needs to be done, but it satisfies both parties. Survivors don't get a free I get to do gens 4 free or hang around for a save button

  • Member Posts: 599
    edited February 25

    I'm convinced you're OhTofu's Forum account or something. All you do is give his opinions verbatim, call for killer nerfs constantly, and argue that broken stuff on survivor was actually fun and fair like old Dead Hard and MFT.

  • Member Posts: 599
    edited February 25

    What is there even to add to this thread at this point? It's like 300 posts already. The basekit anti slugging/tunneling/camping will make solo queue better while SWF gets even stronger to the point where good players would have to try to lose. Map offering and spawn changes look nice. People on this thread talking about how they win 95% of their killer games going for 12 hooks on M1s without gen slowdown but somehow have no footage of this are FOS

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