http://dbd.game/killswitch
Am i the only one that see the killers complaining about survivor perks is stupid?
All those 4 have counter and i dont see the point of complaining:
SB: almost all killers have addonds that makes you exhausted
Self care: coulorophobia (or however it is typed), thanatophobia and dying light
DS: Enduring and unnerving pressence
Adrenaline: Noed, Devour hope and even some killers that can instadown you or some of them that have addons that can instadown
The have counterplay, but if people don't want to use them is not the survivors problem
Comments
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SB: Takes effect as soon as they start to run, usually before the killer can land any exhaustion add-ons. Only four killers out of 12 can cause exhaustion, not "almost all". Doctor requires Madness 3 to exhaust, Pig requires an RBT. The only two killers that can cause exhaustion before the chase starts are Clown and Huntress.
SC: Personally, I don't complain about this one. It does increase tunnelling though, because you know if you let them go they'll just heal up. Also, Coulrophobia is useless on stealth killers because it depends on a large TR, Thana is just laughable, and Dying Light requires that you tunnel the obsession (preferably with a mori).
DS: A DS at the wrong time can cost the killer the entire match. Honestly, non-obsession DS is even worse because you wasted all that time you spent walking toward a hook. Unnerving only affects people who suck at skill checks. Enduring helps but it still wastes a ton of time.
Adrenaline: Seriously, killers actually complain about Adrenaline? More than just at the moment it saves someone, I mean? It sucks for the killer when it triggers mid-chase, sure. 90% of the time though, it triggers when I'm already full health and just moving toward an exit gate.8 -
There is no counterplay to Sprint Burst, Self Care, Decisive Strike, or Adrenaline.
There are perks that mitigate the effects of Decisive Strike, but nothing that can reliably counter Sprint Burst or Self Care.
Adrenaline, because it gives a Sprint Burst in addition to the healing, isn't countered by NOED or Devour Hope either, the latter of which is often destroyed before the end of the trial.3 -
Yes, you are the only one.
/Thread2 -
My reaction
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@PTPllama said:
I mean, i always see killers complaining about the same: self care, SB, DS and adrenaline
All those 4 have counter and i dont see the point of complaining:
SB: almost all killers have addonds that makes you exhausted
Self care: coulorophobia (or however it is typed), thanatophobia and dying light
DS: Enduring and unnerving pressence
Adrenaline: Noed, Devour hope and even some killers that can instadown you or some of them that have addons that can instadown
The have counterplay, but if people don't want to use them is not the survivors problem1 post and acc created just today...also the content of the post... probably a new acc created just for the purpose of trolling.
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I don't have an issue with any of these perks except DS. The others only slightly delay the inevitable against me
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Sprint Burst has no counter and DS have no counter. Adrenaline is debatable.
Self-Care is counterable, though extremely difficult.0 -
SB getting nerfed, DS getting nerfed, SC getting nerfed. all running perks types getting nerfed. So in the end killers have nothing to complain about if after all these nerfs which they asked for. If you still can't get the survivor then that's on you.
As @Doc_W__HOLLIDAY said, it only slightly delays the inevitable if you're a competent killer and plan ahead.
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Again, Counter means, that you completely nullify the perk, so the survivor cannot use it at all.
DS: Enduring and UP: The first one makes the stun a bit faster, the second one makes the Skill Check harder to hit (but it's still easy).
SB: 33.33% of killers only have these add-ons, and they would have to use it every time to counter it. It also costs Bloodpoints, but SB is one-time buy (if you don't count tiers).
Self Care: I love this perk, because my Nurse has a big advantage when somebody uses it near me
. However, Coulrophobia, Dying Light and Thanatophobia are not big counters, it just takes longer to heal yourself.
Adrenaline: Renders Freddy even more useless as it wakes you up and heals with a 5 second 150% movement speed. Honestly, I don't really care about this perk.3 -
@popoles said:
Again, Counter means, that you completely nullify the perk, so the survivor cannot use it at all.DS: Enduring and UP: The first one makes the stun a bit faster, the second one makes the Skill Check harder to hit (but it's still easy).
SB: 33.33% of killers only have these add-ons, and they would have to use it every time to counter it. It also costs Bloodpoints, but SB is one-time buy (if you don't count tiers).
Self Care: I love this perk, because my Nurse has a big advantage when somebody uses it near me
. However, Coulrophobia, Dying Light and Thanatophobia are not big counters, it just takes longer to heal yourself.
Adrenaline: Renders Freddy even more useless as it wakes you up and heals with a 5 second 150% movement speed. Honestly, I don't really care about this perk.All I see are complaints about not being able to completely nullify something instead of adapting. I don't run Ds and only tried running it 6x last reset when I hit rank 12. 5x forgot to use it 6th time Freddy and 3 others rage quit.
I didn't run it at all this season on any survivor, instead I adapted my perks to fit my playstyle. I've hit rank 1 and pretty much stayed around there since. I'll probably switch things out to try some new things out soon.
Lastly counter doesn't mean you completely nullify it, that's what the term nullify means. For BBQ you counter it by hiding behind gens, doesn't always work but that's how killers say to counter it. For Nurses Calling you counter it by healing outside her terror radius. That's not nullifying it, just countering it temporarily since if she gets close it's no longer countered.
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@powerbats said:
@popoles said:
Again, Counter means, that you completely nullify the perk, so the survivor cannot use it at all.DS: Enduring and UP: The first one makes the stun a bit faster, the second one makes the Skill Check harder to hit (but it's still easy).
SB: 33.33% of killers only have these add-ons, and they would have to use it every time to counter it. It also costs Bloodpoints, but SB is one-time buy (if you don't count tiers).
Self Care: I love this perk, because my Nurse has a big advantage when somebody uses it near me
. However, Coulrophobia, Dying Light and Thanatophobia are not big counters, it just takes longer to heal yourself.
Adrenaline: Renders Freddy even more useless as it wakes you up and heals with a 5 second 150% movement speed. Honestly, I don't really care about this perk.All I see are complaints about not being able to completely nullify something instead of adapting. I don't run Ds and only tried running it 6x last reset when I hit rank 12. 5x forgot to use it 6th time Freddy and 3 others rage quit.
I didn't run it at all this season on any survivor, instead I adapted my perks to fit my playstyle. I've hit rank 1 and pretty much stayed around there since. I'll probably switch things out to try some new things out soon.
Lastly counter doesn't mean you completely nullify it, that's what the term nullify means. For BBQ you counter it by hiding behind gens, doesn't always work but that's how killers say to counter it. For Nurses Calling you counter it by healing outside her terror radius. That's not nullifying it, just countering it temporarily since if she gets close it's no longer countered.
What you see is a debunk of the "these perks have a counter" myth, nothing more. Nice try dodging the issue, though.
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@Orion said:
What you see is a debunk of the "these perks have a counter" myth, nothing more. Nice try dodging the issue, though.
What I see is you dodging the points I made yet again because you can't refute them. You and the rest of the killer mains whenever a survivor complains about BBQ. You say hide a behind a gen since that counters it. But since we all know that doesn't completely nullify BBQ it only counters it. So if now we go by your new definition you've all been lying this whole time because hiding behind a gen doesn't counter it.
Here's simple fact every perk has a counter, you just don't want to run sad perks that counter said perks. Because they don't completely nullify it. Well time to get those big killer pants on and stop with the excuses now that all the nerfs are coming.
You got your flashlight nerfs, SC nerf, SB nerf, DS nerf (incoming) pallets nerfed, so the only thing you have left is a few things. Once the devs fix those you whiny bunch have nothing left excuse wise. You and the other few keep hiding behind excuses and semantics while others like @Doc_W__HOLLIDAY adapt and have no issues.
Perhaps it's you that has no counter due to your gameplay choices, not because the perks limit you.
Counter [TRANSITIVE] to take action in order to oppose or stop something or** reduce its negative effects**
There just shot down your entire argument in it's tracks.
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@powerbats said:
@popoles said:
Again, Counter means, that you completely nullify the perk, so the survivor cannot use it at all.DS: Enduring and UP: The first one makes the stun a bit faster, the second one makes the Skill Check harder to hit (but it's still easy).
SB: 33.33% of killers only have these add-ons, and they would have to use it every time to counter it. It also costs Bloodpoints, but SB is one-time buy (if you don't count tiers).
Self Care: I love this perk, because my Nurse has a big advantage when somebody uses it near me
. However, Coulrophobia, Dying Light and Thanatophobia are not big counters, it just takes longer to heal yourself.
Adrenaline: Renders Freddy even more useless as it wakes you up and heals with a 5 second 150% movement speed. Honestly, I don't really care about this perk.All I see are complaints about not being able to completely nullify something instead of adapting. I don't run Ds and only tried running it 6x last reset when I hit rank 12. 5x forgot to use it 6th time Freddy and 3 others rage quit.
I didn't run it at all this season on any survivor, instead I adapted my perks to fit my playstyle. I've hit rank 1 and pretty much stayed around there since. I'll probably switch things out to try some new things out soon.
Lastly counter doesn't mean you completely nullify it, that's what the term nullify means. For BBQ you counter it by hiding behind gens, doesn't always work but that's how killers say to counter it. For Nurses Calling you counter it by healing outside her terror radius. That's not nullifying it, just countering it temporarily since if she gets close it's no longer countered.
Adapting is a term i see a lot around ds. And believe me there an ugly way to adapt to ds. Its called juggling the survivor to a hook and camping them so they cant get off and use it. You might joke that'll lose you games and surprisingly it won me a ######### load of games even at rank 5 you see idiots diving hooks desperate to save their friends. I generally wont bring out this tactic unless survivors provoke me with any last second light switches. You clearly have no grasp of high rank killer game play if you run UP because if you did you know it increases skill checks receive which for upper tier survivors means more great skill checks which also means more gen progression. Congratulations you just help the survivors complete their gens faster.
The best current counter to ds is to leave the obsession on the ground or ignore them and go for the other players. If you eat the stun you lose any momentum you would get for the hook and reactivate the chase. Builds are also really hard to fit enduring as bamboozle is mandatory in high tier play alongside ruin.(obviously nurse doesn't need bamboozle).UP is only somewhat good with doc who can make skill checks a nightmare due to re positioning of cursor. Hes also a low tier killer as well. Stop propagating the idea that UP is a good perk. Its terrible and is an easy trap for killers who don't know their screwing themselves. as for adrenaline it should not have the wake up effect against freddy. The killer is trash enough without making adrenaline counter him as well.
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@powerbats said:
@Orion said:
What you see is a debunk of the "these perks have a counter" myth, nothing more. Nice try dodging the issue, though.
What I see is you dodging the points I made yet again because you can't refute them. You and the rest of the killer mains whenever a survivor complains about BBQ. You say hide a behind a gen since that counters it. But since we all know that doesn't completely nullify BBQ it only counters it. So if now we go by your new definition you've all been lying this whole time because hiding behind a gen doesn't counter it.
Here's simple fact every perk has a counter, you just don't want to run sad perks that counter said perks. Because they don't completely nullify it. Well time to get those big killer pants on and stop with the excuses now that all the nerfs are coming.
You got your flashlight nerfs, SC nerf, SB nerf, DS nerf (incoming) pallets nerfed, so the only thing you have left is a few things. Once the devs fix those you whiny bunch have nothing left excuse wise. You and the other few keep hiding behind excuses and semantics while others like @Doc_W__HOLLIDAY adapt and have no issues.
Perhaps it's you that has no counter due to your gameplay choices, not because the perks limit you.
Counter [TRANSITIVE] to take action in order to oppose or stop something or** reduce its negative effects**
There just shot down your entire argument in it's tracks.
Bbq is extremely strong no ones denying it but every killer always explains what the problem is with nerfing it. A lack of time for hunting. If your not in immediate chase after hooking constantly then survivors will easily outrun your hooks with gen progression. Honestly i couldn't give a ######### about bbq's aura reading when I'm billy I just want the bp. But Its incredibly important for immobile killers like pig and leatherface. As for your counter statement its clear that enduring alone is not effectively counter ds as its still killing the momentum of killers buying survivors time to get to a palette and restart the chase. Would you like to play in a slow gen completion meta with aura reading perks nerfed or removed and an infuses on stealth. Because last i checked most survivors prefer the chase game play. Their is no choice in stopping the ds the ball is firmly in the survivors court the killer cant take any action to stop ds no hit or attack. Juggling doesn't always work because most ds players will stay away from hooks when getting downed.
The change to pickup was not aimed at nerfing flashlights it was aimed at sparing the killer additional time to hook and move back on to the chase. Adapt to make (something) suitable for a new use or purpose; modify. The killer does not modify decisive in any meaningful way that the survivor cannot with ease counter play.
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**Counter [TRANSITIVE] to take action in order to oppose or stop something or reduce its negative effects
**
Again I never said nullify, that was you lot saying it, a counter is a temporary effect as the definition above says. Ds is a one time use, once it's gone it's gone and BBQ doesn't need nerf and most killers run it. It isn't just the immobile killers that run it. My point about BBQ which you completely ignored was that killers say the way to counter it is to hide behind a generator.Your Enduring perk isn't meant to completely negate ds as the definition above says it reduces it's negative effects. Now they could change it so that it would either completely nullify it or make it so that it's a 15% skill check chance.
The flashlight change via animation was actually quite nice and it was based upon the flashlights primarily since the time was so long. It made flashlight saves super easy if someone was close. The new animation is a little quick even as a killer. The speed is fine it's the animation that's so disturbing instead.
As for the last part that's a crock since if the killer adapts to what the survivor does they can counter it as well. It's like a chess game, each side makes a move and the other side tries to counter that move. The person that plans ahead by more moves usually wins in both games.
I always leave the obsession alone other than to burn that ds up early since then others will try and take the hit/decoy me off the obsession. The obsession if not playing smartly will almost always lead you to the other survivors. Thereby interrupting gen progress and usually getting you a quick hit or 2 in the process.
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DS is the only perk I have a problem with as killer, and only when a non-obsession uses it. IMO only obs should be able to DS, but increase the skill check zone by 10% for every other instance of DS among the survivors. Then if you have 4 DS's, only obsession can DS but they have a much higher chance of hitting the skill check, which as a non-obsession is what you want to happen.
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@thesuicidefox said:
DS is the only perk I have a problem with as killer, and only when a non-obsession uses it. IMO only obs should be able to DS, but increase the skill check zone by 10% for every other instance of DS among the survivors. Then if you have 4 DS's, only obsession can DS but they have a much higher chance of hitting the skill check, which as a non-obsession is what you want to happen.That's an interesting idea actually or you could change it to whomever uses it 1st gets the highest chance and after that it goes down for the last person that uses it. So in other words 1st come 1st served lol. So if only 1 has it then still 35% chance, 2 40, 3 45, 4 50%. But after 1st person uses it it drops down by x% each time so 4th person only gets x% chance.
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@powerbats said:
**Counter [TRANSITIVE] to take action in order to oppose or stop something or reduce its negative effects
**
Again I never said nullify, that was you lot saying it, a counter is a temporary effect as the definition above says. Ds is a one time use, once it's gone it's gone and BBQ doesn't need nerf and most killers run it. It isn't just the immobile killers that run it. My point about BBQ which you completely ignored was that killers say the way to counter it is to hide behind a generator.Your Enduring perk isn't meant to completely negate ds as the definition above says it reduces it's negative effects. Now they could change it so that it would either completely nullify it or make it so that it's a 15% skill check chance.
The flashlight change via animation was actually quite nice and it was based upon the flashlights primarily since the time was so long. It made flashlight saves super easy if someone was close. The new animation is a little quick even as a killer. The speed is fine it's the animation that's so disturbing instead.
As for the last part that's a crock since if the killer adapts to what the survivor does they can counter it as well. It's like a chess game, each side makes a move and the other side tries to counter that move. The person that plans ahead by more moves usually wins in both games.
I always leave the obsession alone other than to burn that ds up early since then others will try and take the hit/decoy me off the obsession. The obsession if not playing smartly will almost always lead you to the other survivors. Thereby interrupting gen progress and usually getting you a quick hit or 2 in the process.
Except its not a one time use it can occur up to 4 times granted the non obsession will need some more time to get it to proc. You still haven't addressed your use of UP which is advice that is damaging and hurting killer who want to go the distance. I'll agree on the flashlight situation after thinking about it, it makes more sense that it make those saves harder. However you envision DBD as a chess game. Except its not. Its an asymmetrical game. Their is a designated power role its should be the one forcing survivors to adapt.
Perks like ds that undermines the killers power role to such a degree is embarrassing. You clearly have no understanding of what an asymmetric game is. The killer should not be the one countering survivors it should be the other way around. The killers powers and perks should define how survivors need to play. However the killers is the one who has to adapt his kit. When in god names does a survivor have to adapt their kit.If you were right every god damn survivor wouldn't have the same perks equipped all the time.
The only problem is now survivor's need to adapt to killers who have been handicapped by many of the games shortcomings which are being fixed by the way. This means many long term killer players who are used to this crap are performing at a level many survivors have yet to reach. In summation its hard now because you had easy mode on the whole time. Take hits was free because self care. Ds allows you to mess up without any consequence. Sprint burst allowed you to route inefficiently without consequence.
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@thesuicidefox said:
DS is the only perk I have a problem with as killer, and only when a non-obsession uses it. IMO only obs should be able to DS, but increase the skill check zone by 10% for every other instance of DS among the survivors. Then if you have 4 DS's, only obsession can DS but they have a much higher chance of hitting the skill check, which as a non-obsession is what you want to happen.This has a lot of merit as making the skill check easier will help if the killer is running stuff like dying light. I wouldn't have problem with ds if it occurred once but when multiples are in play its devastating.
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Yet it is a 1x use per survivor not a 4x use unless you count all 4 survivors using it. You're also assuming that in every game every survivor runs it, they don't. Just because it can occur up to 4x per match doesn't mean it will. That's really shoddy logic to back up your argument.
That's like me saying a killer could down all 4 survivors with NOED if their totem is up. There's no guarantee this will happen since 1 or more survivors might actually already have escaped.
Ok why harp about UP, it's a great perk to use and it doesn't hurt the killer that wants to go the distance so to speak. Do you or any of the others always complaining on here ever play anything except their favorite killer. do you use anything but the emta builds, do you think outside the box.
The obvious answer is no since at lvl 1-2 killers playing Hag pre buff, Trapper pre buff, Freddy, could constantly wreck and get 4ks. How is this possible well that's easy, map offerings that best suited their killer. Choosing addons, items, perks that best suited not only their killer but what the lobby gave them.
All I see are excuses and insults again about how easy survivors had it, well duh they did newsflash for you. If you keep repeating the same tired old arguments about how unfair it was/is you'll never get better. I could care less about DS and would be fine if they removed it. In fact they should so you killers that choose to pick a new issue each time one gets addressed wills top whining about it.
They're already nerfing it to be a stun only instead of a instant drop. The killer can choose to run Iron Grasp and Enduring then if they're so worried about it. Also I do in fact know what an asymmetrical game is but nice Straw Man there. You completely missed the logic behind my chess comment so here let me break this down for you as well.
In Chess each person makes a move and is then countered by the tehr players move. The object is to not only counter your opponents moves but also think several steps ahead.
In DBD it's the same thing, you do something, they in turn do something to cottner you. You chase them then they either turn left, run straight, turn right, try and 360 you. They might also try looping you, window vaulting, pallet dropping you etc. You in turn might turn left sooner then they do or right, keep going straight, changing your angle of chase etc.
In other words just as in chess you're trying to outthink your opponent aka plan ahead just as the game hint says. When playing as killer try and plan for where the survivor might go, identify obvious escape points aka windows, pallets etc.
Now see my example of chess was in fact correct, you just didn't like it and also didn't think it through logically how it'd correlate.
As far as the killer defining things they still do, survivors have to plan for BBQ, they have to plan for NOED, they have to play for Nurses calling etc. The killer gets to see the lobby so they know what to expect, the survivors have to plan for everything.
Again nerfs are happening beyond what's already been done but apparently for some killer they could be op as fck but unless they get 4k every game and no gens done they'll whine about it.
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Honestly?
It's about the same as survivors complaining about killers perks.
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@powerbats
But your correlation to chess is wrong from the very start. In chess, both players have the same powers, abilities and advantages (someone likes to go 1st or 2nd). In dbd, mind games are present, but in no way they are present in chess.2 -
@popoles said:
@powerbats
But your correlation to chess is wrong from the very start. In chess, both players have the same powers, abilities and advantages (someone likes to go 1st or 2nd). In dbd, mind games are present, but in no way they are present in chess.Actually my correlation was correct in the sense that both require skill, both require you to think ahead and strategize. Also you're wrong that mind games aren't present in chess when in fact they are, faking out your opponent is a key strategy in chess. You play mind games with them making them think you're planning one thing but are actually planning something else.
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I didn't say there are no mind games in chess, I meant, that there are different kinds of mind games. Bad wording, sorry.powerbats said:@popoles said:
@powerbats
But your correlation to chess is wrong from the very start. In chess, both players have the same powers, abilities and advantages (someone likes to go 1st or 2nd). In dbd, mind games are present, but in no way they are present in chess.Actually my correlation was correct in the sense that both require skill, both require you to think ahead and strategize. Also you're wrong that mind games aren't present in chess when in fact they are, faking out your opponent is a key strategy in chess. You play mind games with them making them think you're planning one thing but are actually planning something else.
So, following your logic, a lawnmower and a car are the same, because both have 4 wheels and an engine.
But I say, they are still different in the core.1 -
How is enduring and unnerfing a counter to DS? 2 perk slots and then the survivor presses a button and is yielded a free escape, let the looping begin again
Nice counter2 -
@popoles said:
I didn't say there are no mind games in chess, I meant, that there are different kinds of mind games. Bad wording, sorry.
So, following your logic, a lawnmower and a car are the same, because both have 4 wheels and an engine.
But I say, they are still different in the core.Ok so bad wording and understood but that negates your lawnmower and car example then since my point was based off your post. At least you understood what I was saying about mind games since in every game there's always mind games, Poker being the best example of it.
Someone in a DS thread commented on how they run Object Of Obsession even though they don't have DS to mind game the killer into chasing them. That's a perfect example of a mind game in DBD and another would be the killer chasing a survivor away from the hatch by changing their angle making the survivor think it's someplace else. When the killer is actually chasing them in it's direction so the survivor goes another angle instead and away from the hatch.
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@Master said:
How is enduring and unnerfing a counter to DS? 2 perk slots and then the survivor presses a button and is yielded a free escape, let the looping begin again
Nice counterEnduring and Iron grasp I've seen killers run both depending on lobby and sometimes just 1 and do just fine. Again once that DS is gone it's gone forever and the really smart killers just chase and break the safe pallets. The really smart killers change their chase angle to guide the the survivors to where they want them to be. so that when they down them and the person does in fact have ds it's wasted.
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@popoles said:
So, following your logic, a lawnmower and a car are the same, because both have 4 wheels and an engine.
But I say, they are still different in the core.Lawnmower and a car are not a game. Chess is a game where you have to use strategy to win. That's what he is saying. DBD is like a chess game, one where each player has different pieces (read as 'options') available. He uses chess as an example because it's like the most primary of game designs, as the whole game is designed around strategy. Some games have other factors, like hand-eye coordination and reaction time in the case of video games, but all share that fundamental aspect with chess in that you want to come up with the most optimal strategy that wins. If you look at ANY eSport game and watch the best players you'd notice that their decisions are not based on what they feel like doing, they are based on optimization. When you are Roadhog and a Rein comes onto the point from a certain doorway, there is an optimal way to win that scenario for both players and good players push towards that. Hence why you see repetitive tactics, strategies, and encounters because there is only 1 or 2 BEST things to do in any given situation. Doing anything but the best thing to do will mean you lose when the other player(s) does the best thing in the same situation.
I'm a Gears of War player, and if you ever watch a competitive match of Gears there are things that everyone does because doing anything else is a loss. Example, Gears 3 Clocktower had 1 optimal opening strategy. "Go to boom". Literally the rest of the map doesn't matter, 3 or 4 of your team should push Boom truck. Why? Because Boomshot in Gears 3 was OP AF (3 shots, huge blast radius with actives, and in MM rules were set to "after use" meaning weapons don't respawn if you don't use them allowing you to grab and hold Boom indefinitely). If you don't win the fight you retreat and try to stall out the game. That's the only thing to do on that map that wins. If you relent Boom at the start of the game that's basically the same as a forfeit. YOU HAVE TO FIGHT FOR IT. This is why for competition Boom was swapped with Digger, because Digger is more balanced so the fights would spread out around the map more (though the main opening strat became "go to snipe, have 1 go frags" it was still a lot more balanced). That's what it means to optimize, and that's what @powerbats is talking about when he compares DBD to chess. You have to make the best move in the moment, if you don't you lose.
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@powerbats said:
@popoles said:
@powerbats
But your correlation to chess is wrong from the very start. In chess, both players have the same powers, abilities and advantages (someone likes to go 1st or 2nd). In dbd, mind games are present, but in no way they are present in chess.Actually my correlation was correct in the sense that both require skill, both require you to think ahead and strategize. Also you're wrong that mind games aren't present in chess when in fact they are, faking out your opponent is a key strategy in chess. You play mind games with them making them think you're planning one thing but are actually planning something else.
Your comparing the chess the greatest most balanced game in human history is similar to DBD. How in gods name does that correlate to DBD as a game. Where the map you get heavily dictates how you play. This would be ok if map imbalance weren't so huge. some killers are straight up unplayable on larger maps as their mobility is too low.Lets not forget some killers have no way to respond to heavily loop-able locations like the tree beside moving on to another survivor. You might say that a killer can adapt his perks to handle their perks but you forget how the game is laid out. You as a killer, the power role and you have only four perks slots the same as your opponents who can each cover an individual role to defeat the Killer. DBD has done a lot to make mind games more possible i respect that. But that's not the case still in a lot of locations. Currently we have bamboozle to counter a key broken feature in the game. This perk is a teachable locked behind a killer countering in DBD should never be done via a perk a basic mechanics should be available to counter these perks
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Idk if you played identity v, but they have an interesting idea, hitting a survivor mid interaction with vault, chest, anything, cause instant down. Even a lunge strike. Nice built in mechanic.Zarathos said:@powerbats said:
@popoles said:
@powerbats
But your correlation to chess is wrong from the very start. In chess, both players have the same powers, abilities and advantages (someone likes to go 1st or 2nd). In dbd, mind games are present, but in no way they are present in chess.Actually my correlation was correct in the sense that both require skill, both require you to think ahead and strategize. Also you're wrong that mind games aren't present in chess when in fact they are, faking out your opponent is a key strategy in chess. You play mind games with them making them think you're planning one thing but are actually planning something else.
Your comparing the chess the greatest most balanced game in human history is similar to DBD. How in gods name does that correlate to DBD as a game. Where the map you get heavily dictates how you play. This would be ok if map imbalance weren't so huge. some killers are straight up unplayable on larger maps as their mobility is too low.Lets not forget some killers have no way to respond to heavily loop-able locations like the tree beside moving on to another survivor. You might say that a killer can adapt his perks to handle their perks but you forget how the game is laid out. You as a killer, the power role and you have only four perks slots the same as your opponents who can each cover an individual role to defeat the Killer. DBD has done a lot to make mind games more possible i respect that. But that's not the case still in a lot of locations. Currently we have bamboozle to counter a key broken feature in the game. This perk is a teachable locked behind a killer countering in DBD should never be done via a perk a basic mechanics should be available to counter these perks
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@Zarathos said:
@powerbats said:
@popoles said:
@powerbats
But your correlation to chess is wrong from the very start. In chess, both players have the same powers, abilities and advantages (someone likes to go 1st or 2nd). In dbd, mind games are present, but in no way they are present in chess.Actually my correlation was correct in the sense that both require skill, both require you to think ahead and strategize. Also you're wrong that mind games aren't present in chess when in fact they are, faking out your opponent is a key strategy in chess. You play mind games with them making them think you're planning one thing but are actually planning something else.
Your comparing the chess the greatest most balanced game in human history is similar to DBD. How in gods name does that correlate to DBD as a game. Where the map you get heavily dictates how you play. This would be ok if map imbalance weren't so huge. some killers are straight up unplayable on larger maps as their mobility is too low.Lets not forget some killers have no way to respond to heavily loop-able locations like the tree beside moving on to another survivor. You might say that a killer can adapt his perks to handle their perks but you forget how the game is laid out. You as a killer, the power role and you have only four perks slots the same as your opponents who can each cover an individual role to defeat the Killer. DBD has done a lot to make mind games more possible i respect that. But that's not the case still in a lot of locations. Currently we have bamboozle to counter a key broken feature in the game. This perk is a teachable locked behind a killer countering in DBD should never be done via a perk a basic mechanics should be available to counter these perks
I refer you to what @Zarathos just said.
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Honestly...who really cares? Play the game to have fun, not whine and moan that you didn’t get a 4K or survive the round. Every perk (survivor and killer) has SOME kind of counterplay or a way to make it less effective but everybody acts as though it is supposed to be countered every single game they play and it is so annoying that people come on the forums and whine like crybaby about wanting something to be nerfed when killer mains have gotten survivors to have exhaustion nerfs, BNP part nerfs, and incoming pallet, DS, and SC nerfs. Nerf after nerf after nerf is going to eventually make it virtually impossible to even play survivor if the devs keeps catering to salty killer mains who complain that one survivor got the hatch or the got outplayed by one survivor who was better at surviving then they were killing. The game is not going to be handed to you on a silver platter and you will NOT have a 4K every round as a killer. Same goes for salty survivors who think they are going to survive every round and not expect the killer to tunnel them if they start teabagging and flickering their flashlights. Get mad and salty at my opinion if you want but it is just ridiculous that so many people have complains over the most idiotic things.0
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@Dabrownman1812 said:
Zarathos said:@powerbats said:
@popoles said: @powerbats
But your correlation to chess is wrong from the very start. In chess, both players have the same powers, abilities and advantages (someone likes to go 1st or 2nd). In dbd, mind games are present, but in no way they are present in chess.
Actually my correlation was correct in the sense that both require skill, both require you to think ahead and strategize. Also you're wrong that mind games aren't present in chess when in fact they are, faking out your opponent is a key strategy in chess. You play mind games with them making them think you're planning one thing but are actually planning something else.
Your comparing the chess the greatest most balanced game in human history is similar to DBD. How in gods name does that correlate to DBD as a game. Where the map you get heavily dictates how you play. This would be ok if map imbalance weren't so huge. some killers are straight up unplayable on larger maps as their mobility is too low.Lets not forget some killers have no way to respond to heavily loop-able locations like the tree beside moving on to another survivor. You might say that a killer can adapt his perks to handle their perks but you forget how the game is laid out. You as a killer, the power role and you have only four perks slots the same as your opponents who can each cover an individual role to defeat the Killer. DBD has done a lot to make mind games more possible i respect that. But that's not the case still in a lot of locations. Currently we have bamboozle to counter a key broken feature in the game. This perk is a teachable locked behind a killer countering in DBD should never be done via a perk a basic mechanics should be available to counter these perks
Idk if you played identity v, but they have an interesting idea, hitting a survivor mid interaction with vault, chest, anything, cause instant down. Even a lunge strike. Nice built in mechanic.
I've seen game play for it. I'm kinda at odds with that game mechanic. It seems to strong to be honest it could heavily punish survivors for abusing loopable locations but I think it might be too punishing. Perhaps making windows close after two vaults might be better or just remove pallets close by so these spots can't be looped too often. The shack i d say is fine but places like the crotus prenn and ironworks loop need to be closed or alternatively have the basement guaranteed to spawn in these location's so survivors that mess up face the dreaded basement situation.
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@Zarathos said:
I've seen game play for it. I'm kinda at odds with that game mechanic. It seems to strong to be honest it could heavily punish survivors for abusing loopable locations but I think it might be too punishing. Perhaps making windows close after two vaults might be better or just remove pallets close by so these spots can't be looped too often. The shack i d say is fine but places like the crotus prenn and ironworks loop need to be closed or alternatively have the basement guaranteed to spawn in these location's so survivors that mess up face the dreaded basement situation.
The 2 vaults close is an interesting idea and if i'ts 2 vaults of same window within x seconds then any window within x feet/meters is closed to that survivor for 15 seconds.
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