Firellius

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Firellius
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  • If you want to have opponents to play against, it is. But it's also on the devs. And no, it's not free escapes. Tunnelling, camping and slugging aren't required at all. Hell, most survivors would probably take a few well-placed killer buffs if it actually has to be offset in any way, but forum killers can't process that…
  • +10s to hook timers? Average player is allergic to gens and doesn't know how to get advantage of a camped survivor A solo player -can't- get advantage of a camped survivor. Someone has to go save, and when a solo player sees that none of his teammates are getting the unhook, the assumption is that they are otherwise unable…
  • Once upon a time, genrushing meant kitting yourself out with stacking gen speed bonuses, but these days it seems to refer more to just doing a gen. The difference is that survivors just ask for the opportunity to play the game. Killers are asking for free wins.
  • Perks shouldn't all just give flat perfect value every single time, but create interesting scenarios and I think some perks are far better when they create really helpful effects but also carry risk in using them. I'm fine with perks being risky, I'm not fine with perks being flat-out detrimental to use. Potential reduces…
  • The broken key. Heck, keys in general.
  • If we're defining our win condition based solely on the MMR system (which I would argue is completely backwards, for the record), then we'd still be looking at MMR gain at the endof the match, because that's the point at which you'd logically suggest someone has won or lost. It wouldn't make any sense otherwise. Ah, but…
  • Why do you only gain MMR after you have killed the majority of the team? You don't. That's what I've been telling you. That's what that line says. As soon as you get a kill, your MMR goes up. It just goes back down if you then lose the other survivors. You asking 'why' is basically asking why your MMR goes down if you lose…
  • Are you just trolling now? You came in here, referring to the MMR system as to what is defined as a win. And I point out to you, that in the stuff that you yourself linked, it says that players get MMR for a KILL, not for 'beating a team'. This is why you lose less MMR for a 0K than you do for a 1K: Because you gained MMR…
  • If the only thing that matters is whether you win or lose against a -team-, why is there a distinction between 0K and 1K in MMR?
  • You're compressing stats. If a survivor escapes one match, but then gets killed the next three matches, their MMR goes down. Does that mean they have only lost?
  • No, the bullet points are literally the win conditions for killers No, they aren't. The line above it explains the exact function of the MMR system for killers. If you kill a survivor, your MMR goes up. If a survivor escapes, your MMR goes down. And you can tell this is the case because a 0K drops your MMR more than a 1K,…
  • My boy, you posted this: It literally says that killers gain points towards their MMR for killing survivors. And it has been explained in the past that you DO actually gain MMR for individual kills. The MMR system does operate on a 1v1 basis and nothing else. The bullet-point list underneath is a simplification to explain…
  • A survivor giving up does not mean it's a 4K where otherwise it would've been a 4E. It might just be a 4K earlier than normal, too. I don't put much stock in the way 'giving up' impacts the stats. Besides, killrates have historically been higher on higher MMR/rank, and I think it's a fair assumption that people give up…
  • I do want to point out to you that, in fact, individual kills ARE wins for the killer according to what you posted, as it states that every survivor killed grants MMR. It's just that if you kill fewer than half the survivors, your MMR decreases, but that's to be expected if you win one and lose three matches.
  • The only reason I can think of that this isn't clear is because you're trying to spin this as some kind of "2+2 = 5 so killers need additional buffs" or something. No matter what, though, that's not going to work. If it's 1v1 only, it's 60% vs 40% winrate, meaning survivors are underpowered. If it's 1v4 only, it's what,…
  • I don't think you're paying attention. A gen is 90 charges. Normal repair speed is 1 charge per second, thus 90 seconds per gen. QG increases gen speed by 5%, so it's 1.05 charges per second. 90/1.05 = 85.7 seconds. 90-85.7=4.3 second difference. So it's 4.3 seconds saved per gen, assuming QG is online for every single…
  • They win more at higher MMR. Only competitive breaks even.
  • Oop, there it is!
  • Therefore, I might as well tunnel But you might as well NOT tunnel, too. That's the salient distinction. I know that if you're dead set on just always tunnelling, nothing is going to stop you from doing that, but at least this perk means your win chance isn't massively boosted when you decide to ruin the game for everyone.…
  • If they lead to the same result, it means there's no benefit to tunnelling. That means its incentive is gone, in other words, it disincentivises it.
  • We are thoroughly familiar with your conceptualisation of 'balance', thank you.
  • shoulder of burden forces killer to spread hooks which artificially increases game length for the killer allowing survivor to rush gens. Aside from the fact that this isn't 'adding two hookstates', it's not 'artificially increasing game length', either. It's resetting it to normal, and only if there's multiple copies of…
  • i think it's the best perk in the game. adding 2 extra hook states to the team is crazy time loss for the killer. How are you this far in and you still haven't read up on what the perk actually does?
  • I'm just not convinced it's the trite answer of "all the Killer players want to have a power trip" and that's it. There's something else going on encouraging this behavior. We should find out what, and solve it, instead of everyone flinging accusations of being toxic at each other and demanding BHVR fix it with another…
  • I mean, if Potential Energy and Weaving Spiders are considered 'Strong' when both of them are better for the killer than the survivors at the best of times, I'd hate to see what would be classified as a 'weak' perk…
  • Maybe you could elucidate us, o great and wise Berienn, since none of us know as much about the game as you and your remarkable… Uh… 25 days of service.
  • Continuing my obsession with a Control chapter: The Oldest House. A massive office complex in brutalist architecture, probably decorated with the floating bodies of the Hiss-infected. A place not entirely bound by logic, either.
  • How're you going to run into a camper as a killer? Survivors can't camp.
  • But the 3rd guy doesn't know where the hatch is since it hasn't spawned in yet, so how can they 'sacrifice away from hatch'? And you are at an advantage when searching for the hatch because you move much faster than a survivor trying to be stealthy.
  • there is absolutely no reason for killers to let 4th guy escape I don't understand this bit either… Killing the third survivor does not guarantee an escape to the fourth. Slugging the third survivor also doesn't guarantee the fourth one dies. Slugging the third is really just wasting time.
  • That's the direction the conversation's been moved into by forum killers. When people point out that killers are winning more than they're losing, it's 'survivors bad'. Then when you point out that high MMR has higher kill rates, it's 'Comp favours survs though, and you should balance only to the best of the best'. Then…
  • I mean, both invocations are really, really weak. But BHVR has painted themselves into a corner because when they botched Weaving Spiders they figured 'Why not make sure that all future Invocation perks suck too?' and cemented things with the release of Treacherous Crows. 60 seconds in the basement + Permabroken is such a…
  • Because clearly 3-second DS wasn't still meta and wasn't still singlehandedly ruining killer matches. Not beating the 'lacks the self-control to just not press spacebar' allegations, I see.
  • So you're not actually 'waiting it out' at all.
  • So when there's two survivors left, you purposefully stop playing? Are you just fishing to get banned?
  • Do you expect empathy from survivors for the plight of the killer main when they advocate for anti-camp, tunnel or slug measures?
  • Because a bleed-out takes 4 minutes, versus a hook stage taking 70 seconds + Allowing the survivor to end the game early. You're literally stalling for time.
  • Literally what is the point of this perk? I mean, think about it, what more could you want? You want survivors to spend time off gens, this perk does that. Preferably near basement, this perk does that. You want survivors to not heal up, this perk does that. And all for the low price of very rarely getting your aura…
  • You're not slugging to finish the game, you're slugging to drag it out. If you hooked that survivor, you'd be finishing the game.
  • Problem here is… If you have the third survivor, it's not 'taking the killer hostage', since you can just hook them and move to EGC after a minute. We were talking about slugging surv #3 for the 4K.
  • You may be labouring under the misapprehension that this benefit would be extended to the rest of the team, but see, that would be -useful-. Invocations aren't meant to be useful, so this one is only for the person casting the invocation.
  • not doing your job is stalling The survivor's job is either to survive, which they're doing, or to escape, which they're also doing by making a hatch play. sooo if they can't win They CAN win. That's why they hide. It's their only way TO win.
  • That's not a fair equivalence. Hooking the third survivor isn't equal to a survivor 'lowering their chance of survival', since it's not actually lowering the killer's chance to win. They've already won, in fact. Just hooking that survivor and getting on with the match is more akin to asking survivors not to sit around the…
  • And everyone getting stuck in a dead-end match for a mind-numbing four minutes is more than enough reason to punish killers for doing it.
  • If you have the third survivor, it's not 'taking the killer hostage', since you can just hook them and move to EGC after a minute. hookig 3rd surv is basically giving up so camper can escape (he didnt deserve hatch after hiding, not doing gens and betraying 3rd surv). There's no 'betraying' about it, survivors can't do…
  • the original perk was obsession perk that had same functionality of blocking gen for 45 second after letting go. Look i know your survivor bias and your trying correct me but please stop. The version your talking about is nerfed version post 6.1. Actually, you're correct, it was 30 seconds in 6.1.2, and it was 45 before…
  • If you are having this much trouble with OTR and especially with DS, then you are doing everything in your power as killer to maximise the value of those perks and you are exactly the reason why they had to be buffed back up. Dead man switch was a perk that blocked every single generator for 45 second. today's version of…
  • The extra hook timer came way later, and DS lost half its power in 6.1, on top of getting deactivated in end-game. On the killer side, you're forgetting the reduced on-hit cooldown, the reduced on-hit sprint, and the increased speed of bloodlust stacking. Also, those game delay perks aren't significantly worse than before,…
  • Has anyone mentioned yet that it's really ridiculous to ask your players to check which killers they own, and among that list are Trapper, Wraith, Hillbilly and Nurse? Four killers that, if you have DBD installed, you literally can't NOT own?
  • That's a good point too: The butchering of BBQ & Chili's and WGLF's 'side quests' made the whole game significantly worse. Before, both killers and survivors could equip these perks to create an alternative win condition that wasn't contingent on the other party losing. Getting four stacks of WGLF would not cost the killer…
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