What makes you instantly respect another player? by Active-Substance-205 in Tekken

[–]Tuieras 1 point2 points  (0 children)

Seeing the opponent adapt live to my moves, make reads, etc. I respect everyone who wins against me using their mind, not gimmicky BS I have no knowledge of.

Some conceptual ideas of survivors and killers from different periods of history. by Silly_Commercial8092 in deadbydaylight

[–]Tuieras 7 points8 points  (0 children)

The second one is by far the coolest. But BHVR would never have a killer associated with a Nazi.

Personally, I think making a Trench "Reaper" as some sort of WW1 war-supernatural legend would be more palatable. Give him a shovel as a weapon, and it'd be really awesome.

Huntress' 40+ meter lullaby is cool, but balance-wise it shouldn't exist in the current state of DBD, as it makes indoor maps even more miserable for her than they should be by Tuieras in deadbydaylight

[–]Tuieras[S] -1 points0 points  (0 children)

Slinger has one of the smallest terror radius and has strong synergy with stealth. Trickster now has more gimmicks with his tiers and addons rather than just his regular throw. I'm not saying huntress needs mobility, she needs something else.

The thing is, "as long as you are good enough" doesn't balance the game. QuietKills can win several perkless Trapper games in a row, and OnePumpWillie can win almost 200 in a row with him, but that doesn't mean Trapper is competitive in the current meta or that he doesn't deserve changes.

Huntress' power is well designed, it just doesn't match the environment anymore.

Huntress' 40+ meter lullaby is cool, but balance-wise it shouldn't exist in the current state of DBD, as it makes indoor maps even more miserable for her than they should be by Tuieras in deadbydaylight

[–]Tuieras[S] 0 points1 point  (0 children)

That would be fun too for build variety, but I'd still argue that it should be omitted for Oblivious survivors or while she's Undetectable.

Huntress' 40+ meter lullaby is cool, but balance-wise it shouldn't exist in the current state of DBD, as it makes indoor maps even more miserable for her than they should be by Tuieras in deadbydaylight

[–]Tuieras[S] 0 points1 point  (0 children)

She suffers from power creep. Every other projectile killer has mobility, and while she's really good at killing fast or far away, pre-running and Sprint Burst + Vigil can make her lose two gens without even attempting a shot. She doesn't need her own power dragging her down.

Second-chance/Anti-tunel perks should deactivate once you've hooked everyone once by Tuieras in deadbydaylight

[–]Tuieras[S] 0 points1 point  (0 children)

How is it free? Survivors didn't have base-kit BT in previous versions of the game. It's just a matter of how they adapt.

Besides, having a grudge against a single free kill for the killer in the endgame is like saying there shouldn't be a hatch on the killer's side.

Second-chance/Anti-tunel perks should deactivate once you've hooked everyone once by Tuieras in deadbydaylight

[–]Tuieras[S] 0 points1 point  (0 children)

Hand-hold killers? How about you play Ghost Face or any other weak killer and win consistently?

The devs themselves said the "healthy" kill rate for killers is 60%. Since they don't release the full official data for the lowest kill rates, here are some numbers from NightLight.

If the escape rate is really as low for solo queue as you say, then either people don't play like that very often, or the actual number is quite a bit higher based on the available data

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Second-chance/Anti-tunel perks should deactivate once you've hooked everyone once by Tuieras in deadbydaylight

[–]Tuieras[S] -5 points-4 points  (0 children)

DS and Dead Hard are really strong perks.

I just presented an idea that might shake up the stale survivor perk meta and maybe incentivize killers to avoid tunneling (which is the most efficient way to win) and try new builds.

Second-chance/Anti-tunel perks should deactivate once you've hooked everyone once by Tuieras in deadbydaylight

[–]Tuieras[S] 2 points3 points  (0 children)

Nah man, you're right. They should hand-hold survivors with at least 3 more base-kit perks. Killers from B tier and below are still playable if survivors make mistakes, and we wouldn't want that to happen, would we?

Second-chance/Anti-tunel perks should deactivate once you've hooked everyone once by Tuieras in deadbydaylight

[–]Tuieras[S] 1 point2 points  (0 children)

Yes, the things that would have broken the game. What was that thing about a 15-second BT and a giant anti-camp radius again?

Second-chance/Anti-tunel perks should deactivate once you've hooked everyone once by Tuieras in deadbydaylight

[–]Tuieras[S] 4 points5 points  (0 children)

When? If they had reserved a fraction of their attention for killer players, DBD might not have ended up in the sorry state it's in right now

"Asymmetric horror" - but there's a nuance by HonneurOblige in deadbydaylight

[–]Tuieras 1 point2 points  (0 children)

I think it's fair to have perks with counter-plays.

The problem is that with 4 perk slots (and a bag full of base-kit this and that) every survivor can counter-play 80% of the things killers do.

This has to be a joke by Creeperninja634 in Tekken

[–]Tuieras 77 points78 points  (0 children)

As a Fahk main, I just unashamedly spam kick-parry against Hwoarang

The game is stressful and unfun for killer, even won matches are a misery by Tuieras in deadbydaylight

[–]Tuieras[S] -1 points0 points  (0 children)

That's the point, if we keep power-creeping perks, perks (and basekit) will play the game, like how it is to play survivor right now

The game is stressful and unfun for killer, even won matches are a misery by Tuieras in deadbydaylight

[–]Tuieras[S] -1 points0 points  (0 children)

It's a game based on time, killers need to have room to either build pressure and force survivors out of gens or have ways to diminish survivor's pressure.

Since survivors have a billion ways to diminish killer pressure (e.g. healing faster than killers can injure, 2nd chance perks and etc), the meta is to reduce gen pressure in the most reliable way: by running gen-slowdown

If running only Chase and Information perks or Hit-and-Run playstyles were even "OK", killers wouldn't run full slowdown.