http://dbd.game/killswitch
Why do I get rewarded for making mistakes?
Me and the friends I'm playing with shouldn't be rewarded for mistakes. That's not how we learn the game (or how the world works in general) when we get spoonfed to an inevitable victory. I don't know a single PvP game that do this. They also call this second chances.
Why am I allowed to receive endurance when I'm in the dying state all because of my friend brought a perk called We're Gonna Live Forever? I made a dumb mistake of going on the ground in the first place. The fact that I get endurance and the killer can't down me despite me making yet another mistake dumbfounds me.
Why am I rewarded for perks like Sprint Burst, Lithe or Dead Hard when I haven't done anything compared to Smash Hit which is a perk that rewards me for interacting with the killer? This is exactly why I only use Smash Hit.
Same thing with unhooking. Why am I allowed to run away scoff free because my teammate unhooks me next to a killer and I receive 15 seconds endurance and haste?
I don't understand it. I don't want to be handheld, I'm here to learn and become better but because of all these weird changes over years, I haven't learnt a single thing since then. It's just me with more power against something I shouldn't have power against.
I'm deeply sorry to whoever is suffering from killer anxiety. I don't know how it feels since I rarely ever play killer. However, I do understand the situation especially how the game is in its current state.
Comments
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Most of that is because if those things were not in place, the killer could make sure you only make 1 mistake and thats it, your out of the game alredy. As they could stand by you on the ground and make sure you cant get up till you die, they can stand by your hook and make sure you never get off for more than 1 second. And this has occured many times over the years to hundreds of players. Until all these "protections" were put in place.
Most cases these protections only aim to prevent the killer from trying to play a certain way that for most survivor players is not worth logging into to constantly go against. But the killer can still play this way and cut through the protections if they want to, just slower.
Before unhooking protections, and anti camp meter, the killer could put you on a hook, and wait. If anyone came to pull you off the hook before you die, they just hit you back down, and put you back on the hook. And it happened so often that "borrowe time" perk was almost essential to every round.
I constantly play both sides and i see how itd be fair to have these protections as even with them the killer can still tunnel to win, and if you don't tunnel most of the protections are avoided anyway. It only becomes a problem when they are weaponised like how being pulled off the hook gives you endurance and now you are "expected" to take a hit for the unhooker if you can, instead of using that protection to get away.
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I don't think it's necessarily accurate to consider any of this being rewarded for a mistake, personally.
Your first example is a combination of being downed, being left on the ground, and then your teammate using a perk. The first two aren't mistakes - you're expected to be downed eventually, and being left on the ground isn't even in your control to begin with - then the reward actually comes from your teammate having spent the perk slot on that effect, not from your supposed mistake anyway.
Your second example is just braindead perks, not rewards for mistakes. I actually kinda agree overall, though I will note Dead Hard does require something from you these days. Sprint Burst and Lithe are certainly annoying perks for how free they are, but ultimately I think a little annoyance is acceptable.
Then your third example is anti-tunnel. It's the strongest example, so I wanted to address it the most constructively. Basically, I would argue that it is a necessary evil for the killer to punish unsafe unhooks by downing the unhooker quickly and not the unhooked, because if that weren't the case then the killer would just be able to freely tunnel someone off hook regardless of if any mistakes were made or not.
It's not fully a reward - unsafe unhooks still put the rescuer in a position for at least an easy first hit - but it's a lessening of the potential punishment because allowing the killer to target either survivor means they would be able to do so even if the unhook was attempted in a more safe manner.These protections that get added aren't supposed to reward you for making mistakes, and mostly don't. They give you a way of fighting back against specific basekit problems that have existed over the years.
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That's your perspective. Perks exist to add strategy, comeback potential, and more fun mechanics.
If they removed that unhook protection, this is what would happen: Borrowed time almost every match like before.
Perks like decisive strike, conviction, dead hard, etc., add depth to the game. For istance if decisive strike didnt exist, the correct gameplay for every killer almost every time would be to tunnel the unhooked survivor. The existence of noed gives meaning to cleansing dull totems with no other perks, although you can also memorize the spot for later. Simply put the game would be boring without these "second chance" perks.
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Basically everything you list here has an opportunity cost of taking a perk slot. You have to choose to bring that ability over something else, and most perks are situational. So you may bring unbreakable but never be slugged in that match to use it.
If you really choose to, you can run with no perks also. Though I'm not sure why you would want to.
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I'm not convinced this post is coming from a survivor who is trying to learn the game. Considering how many newcomers have been speaking from the Killer perspective, this one feels more like a reaction test. That aside, I honestly can't think of a game where players complain about mechanics that benefit them. Wanting balance makes sense, but why refuse good effects that give you a chance in bad situations? I'd agree if the game handed out wins with no effort on our side, but that's not the case here. If perks feel too rewarding, playing perkless is always an option and can be pretty challenging. We learn from improving game sense and decision making, in my opinion.
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why are compies so corny
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It isn’t a design mistake that survivors are weaker than killers. They move slower, can’t down killers, and are meant to be the vulnerable role. That’s intentional. But if one role is designed to be weaker, and to lose more often, then there has to be an incentive for players to choose it. That’s what perks and base-kit protections are for. Using perks isn’t a mistake, it’s part of how the role is made playable and enjoyable despite being weaker
If survivors had no perks and no base protections against exploitable situations, why would players ever choose it? You’re playing the weaker role with less success and less control over the match, it is a blatant and intentional disadvantage. Why would players voluntarily choose that role if there were no tools to compensate for that disadvantage?
So, genuinely, do you think it’s reasonable to expect players to choose survivor under those conditions? And do you honestly believe the role would remain populated and viable if that were the case
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- Going down isnt a mistake. Its inevitabgle by game design.
- If the killer doesnt pick you up after going down, its his mistake and not your second chance.
- Perks are an assistance tool. Theyre not a reward system. Also works on both sides equally like Bamboozle, Lethal, Ruin.
- Cause killers could abuse it otherwise for free kills. And they already did.
Summary: You have no idea what youre even talking about.
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If you think those perks are handholdy then don't use them. Nothing is stopping you from going in perkless. If you think the off-the-hook Endurance is handholdy, then stand there for 15s or until the killer hits you. Killers have bloodlust, aura read perks, and killer instinct. Deadlock, Bitter Murmur, Spies from the Shadows, Human Greed, Territorial Imperative, and Tinkerer are just some of the perks triggered solely by survivor actions with the killer doing nothing to earn them. Both sides get free stuff.
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We need more Killer second chance perks.
I think something like the first survivor unhooked instantly goes down call it Barbed Meat Hook.-1 -
This has strong 'how do you do fellow survivor mains' energy, but here goes.
I don't know a single PvP game that do this1: Lots of games do this. Some characters are faster, or can take more damage, or can heal, etc. You get to choose what benefits you have.
That's true for both sides.
Why am I allowed to receive endurance when I'm in the dying state2: Getting value out of perks isn't a mistake, its a strategic decision on how you play the game.
That's true for both sides.
Why am I rewarded for perks like Sprint Burst, Lithe or Dead Hard when I haven't done anything compared to Smash Hit3: Smash hit is harder to use, but in turn gives more value. That's a general rule of perks in DbD, those with easy to access values give less potential return than those that are harder/more riskier to access.
That's true for both sides.
Why am I allowed to run away scoff free because my teammate unhooks me next to a killer and I receive 15 seconds endurance and haste?4: Why are killers allowed to see the gens and hook auras? Why do basekit features like Bloodlust exist? Why are there not more or less pallets, bigger or smaller maps? Broadly because all of those are meant to make the game better.
This is true for both sides (and also something not even remotely unique to DbD)
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'How do you do, fellow survivors?'
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this post is framed in a way that reminded me of when twitter accidentally revealed account locations and certain political accounts were shown to be from foreign countries. obviously op is a killer pretending to be a survivor lol
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