But the killer played well and the survivors made alot more mistakes jesus imagine balancing your game around " you win you lose sometines " so damn tilting
Describe how a killer should "play fair"
If a killer is face Camping then do gens, it's the killers fault if they stand there and wait for other survivors while they do the objective, the killer shouldn't be punished directly for camping, the camping killer would be punished based on survivor actions
Killer must play perfect with zero mistakes and ability to mind game obstacles that we put 300 holes in so survivors can keep track of them at all times with no effort.
survivors can make as many mistakes as they want and we will padd it out with second chance perks and multiple chances to live from the hook, because potato balance.
And then you watch their vids and realize the survivors they win against fall for moon walking. and then when you try it yourself, nobody falls for it.
What philosophy do you think they should balance around instead? "Killers/survivors should always win"?
"You win some, you lose some" should be everyone's attitude to competitive games, honestly. Not just developers, but players in particular. If you go into every game expecting to win, you're going to be disappointed a lot.
Survival rate is fine to balance off, you just need to make it matter so survivors don't do stupid things because they already got their pip.
Identity v does it perfectly.
2 escape 2 die = tie
3 escape 1 die = depip killer
3 die 1 escape = depip all survivors.
If the Killer is one player, and they can only be at one place at a time, how do they stop people from doing gens when they are chasing someone?
There is a high chance at least one Gen is going to be complete within the first minute and a half of a match. This just feels bad. And hooking someone doesn't really provide pressure when survivors can just ignore them for nearly a minute.
As a survivor main I almost never feel pressured by the killer unless:
1. My team is going down really fast/are real bad at chases.
2. I am the one being chased.
In every other situation I am free to do gens. Hell, if there is one player who gets instantly downed and hooked I ignore them until I am done my gen. Usually someone else has already pulled them off way before that though.
Of course we are, silly you.
That wouldn't make BHVR a ton of money if they wasted unecessary time on this.
Secondary objective for survivors, pffff. Can you believe this player, who would ever want such a thing, I love holding M1 for minutes!
No, instead they should focus on non gameplay relevant content, as they rightfully are already.
Cosmetics every other week or so, now that's where it's at.
And honestly you just have to apply more pressure to the survivors.
... in a 1 v 4, where you can only chase 1 person at a time
... with over half the cast of the killers who dont have map mobility
... on a lot of maps that are super well designed and not totally a killer nightmare
Also, have you heard of Ruin? It's great, suvivors love this perk, makes doing gens even more fun and interactive. Get a guaranteed 100% unfindable spot for your totem aswell, every game!
It's not about the gen speeds, it's about the players you're up against and if they have Prove Thyself and/or toolboxes. And most killers don't tunnel to win. I get tunneled about every other game yet only one gen has been finished. If I ran DS on my Ash then I'd have a damn near perfect escape-death ratio.
Personally I blame the swamp
The freaking swamp!
Most people don't know how to read or interpret stats, which makes them useless on here. Coupled with ridiculous stubbornness that shows up on here, doubly so.
The fact that they brought up the stats as some sort of defense against Gen speed proves your point.
The fact that people insist that an average 70% kill rate is a 2k proves my point that that don't know how averages work. The fact that people bring up keys and moris when the data set is tens of thousands of games does as well.
Bold of you to assume that Ruin lasts for any length of time. I don't even take it anymore.
Nurse doesn't stops gen progress, she just haves a strong chase pressure
Oh spare me. Ever since they released those stats, anytime a killer player has a legit complaint the peanut gallery comes out to tell them how "gud" they need to git. That mentality is pervasive in this community. Which is hilarious because this game isn't ######### hard.
Ah well, it is something I read from Killer players when Survivors complain. So yeah, why not do it the other way around?
And yes, DBD is not a difficult game. On both sides it is really easy.
Invalid. That video was made when she was decent.
Do you know this is the third time with the same comment from people not reading the whole thread and seeing the other video of the new nurse I posted 🤣😂
She is still decent there is no argument about that. Her feeling fun to play as well that's another story.
No, she isn't. Her counterplay changed from "use LOS blockers and try to predict her" to "run in a straight line and she'll never catch up to you because she's a 96% m.s. killer with a [BAD WORD] 6 seconds [BAD WORD] cooldown on her power".
Just becasue you may feel you can no longer play her as well that doesn't mean many aren't doing just as well with her.
The only ones who have these figures are the devs and anything is speculation due to ones personal experience and not in any way a fact.
Why is it always tru videos in these kinds of posts? Not to criticize true or argue anything, but why isn't anybody else's video used for proof if it's such a widespread problem?
Hex: Ruin has been in the game for what 2 years (maybe, I didn't play when Hag came out) and so survivors have gotten used to hitting those skillchecks (for the most part) it's not Gen speed that needs to be looked at its the bonuses giving for hitting great skillchecks without Hex: Ruin active
Plus add in survivor perks like TINH, and Resilience, SC, Leader, Prove Thyself
Also add in toolboxes with Brand New Part and another add on like Grip Wrench and Spring Clamp. Or the add on that increase repair speeds
And on the killer side we have Hex: Ruin, Thanatophobia, DL, Overcharge, PGTW, Surveillance, TT, Discordance, CI
TL:DR... base Gen speeds are in a good spot let's not kid ourselves. Through adding perks, items and add ons make it feel like gens are done quickly and killers are using perks to try and combat it... but if you don't down the first survivor in 20 seconds GG
Only speaking from personal experience here, but the vast majority of the time, I feel like they're fair. I don't run any slowdown perks and I tend to do just fine. Sometimes I'll mess up and have a bad game, but that's not a game problem, that's a me problem.
That's not to say that there's no time where they ever go to fast with nothing you can do about it, but using videos where someone had a bad match as evidence doesn't really help your case. The tricky part is how do you prevent them from going too fast on those rare occasions without slowing them down the rest of the time?
The devs have also said not to put to much faith into stats because there are way to many variables
5-6 minutes?? I've seen it done much faster than that. Tbf you have to play like a total doucherocket to do it... but it can be done in the first 2 minutes if you manage to slug everyone right away. I've been on the survivor end when that's happened. Red rank survivors vs a rank 6 Billy.
Can't imagine how that's fun though, except maybe for sweaty betties or tryhard trolls.
Thank you for your input. Much appreciated, friend.