Dead by Daylight

Dead by Daylight

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Decisive strike promotes toxic behaviour
Let me first preface this by stating that I'm a duo-side main.
I main Jake, plot twist, I know.
I also main trapper/doctor.

DS is seriously the most horse dung perk, ever in the history of ever.
Giving survivors a second chance isn't exactly that big a deal BUT, ♥♥♥♥♥♥♥.

As a survivor I see killers being looped whole game, finally catch the tbagging sunbith only to get DS'd. Salt level intensifies. He tunnels some more, finally get him to a hook, don't want to risk him escaping via Borrowed Time (obviously), he camps him.

End game gets called a noob camper. He becomes convinced that all salty survivors are trash, evolves into a filthy killer main. The vicious cycle renews itself.

As a killer, when I encounter a DS user, I generally ignore them after awhile, breaking all the pallets he has dropped. Other survivors get screwed because pallet town is now a ghost town. Turn my attention back to the DS user, he gets down, I get DS'd, I down him again,

Guess what?

He dcs.

Dc-ing scums are a topic for another day but the frequency of dc I have encountered comes from DS users. They dc, they screw us (the survivors over) as well as rob the killer of his satisfaction from killing the tbagging sunbith.

I feel that DS should be balanced to a even level, the version where you're NOT the obession. The wiggling ♥♥♥♥, at least you don't completely kill a perk and the survivors riot while not completely giving away such second chances away so freely.

Salty mains stay away. If I wanted to read your ''SALTY SURVIVOR MAIN/SALTY KILLER MAINS'' fallacies I would just look in the trash can.
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Zobrazeno 115 z 26 komentářů
Decisive Strike - If you are the obsession, you get a skill check at 35%. If you aren't the obsession, 50%.
trusty patches (Zabanován) 6. lis. 2017 v 6.52 
DS is used by the saltiest players,many DC after the catch
Bullied by Pigeon (Zabanován) 6. lis. 2017 v 6.52 
I play bothsides and im ok with DS one per match not all 4 survivors running it.. same with flash lights 1 ok. but it gets stupid when 3 of them have it... the mechanic is good but all survivors running it is not ok in my opinion.. there should be a better way to deal with that.. like may be do an objective and on completion you get rewarded with decisive strike or soemthing.. the way it stands if all 4 survivors have it .. you have to be lucky to even hook 1
GeneratorJake původně napsal:
Let me first preface this by stating that I'm a duo-side main.
I main Jake, plot twist, I know.
I also main trapper/doctor.

DS is seriously the most horse dung perk, ever in the history of ever.
Giving survivors a second chance isn't exactly that big a deal BUT, ♥♥♥♥♥♥♥.

As a survivor I see killers being looped whole game, finally catch the tbagging sunbith only to get DS'd. Salt level intensifies. He tunnels some more, finally get him to a hook, don't want to risk him escaping via Borrowed Time (obviously), he camps him.

End game gets called a noob camper. He becomes convinced that all salty survivors are trash, evolves into a filthy killer main. The vicious cycle renews itself.

As a killer, when I encounter a DS user, I generally ignore them after awhile, breaking all the pallets he has dropped. Other survivors get screwed because pallet town is now a ghost town. Turn my attention back to the DS user, he gets down, I get DS'd, I down him again,

Guess what?

He dcs.

Dc-ing scums are a topic for another day but the frequency of dc I have encountered comes from DS users. They dc, they screw us (the survivors over) as well as rob the killer of his satisfaction from killing the tbagging sunbith.

I feel that DS should be balanced to a even level, the version where you're NOT the obession. The wiggling♥♥♥♥♥♥ at least you don't completely kill a perk and the survivors riot while not completely giving away such second chances away so freely.

Salty mains stay away. If I wanted to read your ''SALTY SURVIVOR MAIN/SALTY KILLER MAINS'' fallacies I would just look in the trash can.

Wow. 100% agreed! Good examples btw. :)
The problem i see with DS is as you mentioned not really that its too strong on its, but its that those people can loop for ages before they finally gets caught, and then they can get another free chance to start over.
Insidious ButtCamper původně napsal:
I play bothsides and im ok with DS one per match not all 4 survivors running it.. same with flash lights 1 ok. but it gets stupid when 3 of them have it... the mechanic is good but all survivors running it is not ok in my opinion.. there should be a better way to deal with that.. like may be do an objective and on completion you get rewarded with decisive strike or soemthing.. the way it stands if all 4 survivors have it .. you have to be lucky to even hook 1

I know right. When you're halfway down the basement and suddenly get baby decisive strike'd.
Twitch.tv/Zoulsgaming původně napsal:
The problem i see with DS is as you mentioned not really that its too strong on its, but its that those people can loop for ages before they finally gets caught, and then they can get another free chance to start over.

Its one of those perks that are not very linear to change, as it affects newer players and vetetans drastically differently.

Newer players who average a 30 second chase or so might double that if they are lucky. A veteran might take a 2-3 minute chase and extend it by another 2-3 minutes. The return on investment with looping skills is insane.

Honestly i dont have a good suggestion around balancing it between those groups.
Maybe the longer the chase the more you have to wiggle before it kicks in?
Protokon původně napsal:
Twitch.tv/Zoulsgaming původně napsal:
The problem i see with DS is as you mentioned not really that its too strong on its, but its that those people can loop for ages before they finally gets caught, and then they can get another free chance to start over.

Its one of those perks that are not very linear to change, as it affects newer players and vetetans drastically differently.

Newer players who average a 30 second chase or so might double that if they are lucky. A veteran might take a 2-3 minute chase and extend it by another 2-3 minutes. The return on investment with looping skills is insane.

Honestly i dont have a good suggestion around balancing it between those groups.
My suggestion would be removing it.
Protokon původně napsal:
Twitch.tv/Zoulsgaming původně napsal:
The problem i see with DS is as you mentioned not really that its too strong on its, but its that those people can loop for ages before they finally gets caught, and then they can get another free chance to start over.

Its one of those perks that are not very linear to change, as it affects newer players and vetetans drastically differently.

Newer players who average a 30 second chase or so might double that if they are lucky. A veteran might take a 2-3 minute chase and extend it by another 2-3 minutes. The return on investment with looping skills is insane.

Honestly i dont have a good suggestion around balancing it between those groups.

The thing is, sadly we can't possibly balance it between low ranks and high ranks. Let say we nerf DS only when a player reaches 10-1 in ranks, you'll see a bunch of survivors down-ranking on purpose the moment they reach 10 just to continue to use DS. Screwing over the real lower ranks survivors and killers as well.
GeneratorJake původně napsal:
Protokon původně napsal:

Its one of those perks that are not very linear to change, as it affects newer players and vetetans drastically differently.

Newer players who average a 30 second chase or so might double that if they are lucky. A veteran might take a 2-3 minute chase and extend it by another 2-3 minutes. The return on investment with looping skills is insane.

Honestly i dont have a good suggestion around balancing it between those groups.

The thing is, sadly we can't possibly balance it between low ranks and high ranks. Let say we nerf DS only when a player reaches 10-1 in ranks, you'll see a bunch of survivors down-ranking on purpose the moment they reach 10 just to continue to use DS. Screwing over the real lower ranks survivors and killers as well.

They already have killer perks that depends on x seconds of chase, DS could work the same.
So basically the problem is not DS, but the behaviour of people using it. So when devs fix pallet looping one day, DS won't be a problem.

But seriously, DS isn't a big deal. If the killer has Enduring, the stun from DS is shorter than normal stun after wiggling out by yourself.
Twitch.tv/Zoulsgaming původně napsal:
Protokon původně napsal:

Its one of those perks that are not very linear to change, as it affects newer players and vetetans drastically differently.

Newer players who average a 30 second chase or so might double that if they are lucky. A veteran might take a 2-3 minute chase and extend it by another 2-3 minutes. The return on investment with looping skills is insane.

Honestly i dont have a good suggestion around balancing it between those groups.
My suggestion would be removing it.

Sadly that does seem to be the best answer...
What if the same effects of obsession/non obsession are the same but having DS doesn't give any possibility for being the obsession unless the killer is running obsession perks or you run other obsession perks?
All I'm reading here is that it's the player's fault not the perk's fault. I like using DS because I'm not good at juking and it gives me a chance to run away, I don't see how it would promote toxiticy in any way. Though, I mostly fail the skill check because of lag xD
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Zobrazeno 115 z 26 komentářů
Na stránku: 1530 50

Datum zveřejnění: 6. lis. 2017 v 6.47
Počet příspěvků: 26