Why I Dont Agree With Scott Jund | Dead By Daylight Discussion



Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg

HAPPY OCTOBER EVERYONE! For this month I have 3 limited edition hoodies that you can grab with code BESTHOLIDAY for 13% off your purchase and as a bonus if any of these reach 10 sales this month I’ll make them permanent in the store https://kaiserdabard-shop.fourthwall.com

Join this channel to get access to perks:
https://www.youtube.com/channel/UCbpNLC_jxnIqfA0Z5NkW1jQ/join
Socials:
Twitter: https://twitter.com/youtubebard
Instagram: https://www.instagram.com/Kaiserdabard/
TikTok:https://www.tiktok.com/@kaiserdagaemer
Discord: https://discord.gg/fDRmrMrSqq
Merch: https://kaiserdabard-shop.fourthwall.com

Shorts Channel: https://www.youtube.com/channel/UCyieNVr9JxQIB0z6KKu5ADQ

Personal channel: https://www.youtube.com/channel/UCL5sEvIlDaYtbw9FOY8-IzQ
Personal Tiktok: https://www.tiktok.com/@kaiserdabard

source

32 thoughts on “Why I Dont Agree With Scott Jund | Dead By Daylight Discussion”

  1. I'm hardly any kind of Killer master, but I do kind of wish the basement wasn't so… Random? Like, okay, I actually like going to RPD or Gideon or even the Nostromo because I KNOW where basement is. But having one of two random locations on a map for basement kind of feels bad. Mechanics aside, I feel like the basement could use an update to always spawn in Killer Shack (If the map has no Main Building) or, otherwise, Main Building. The scourge hook idea sounds fine to me, as does survivor rummaging… I feel like there's no reason for Huntress' basement-related perk at all, unless you're explicitly basement camping, but at that point there's no reason not to just hang out closer and more aggressively defend. This would give the perk a new breath of life, and also make basement useful to survivors.

    If I could add one thing, though, and this is kind of unrelated to the concept of the basement talk: All hooks should respawn after 2/3 minutes, basement should not be the only hooks that are infinite-use. I've had it happen, rarely, that a SWF will drag a game out by running to hide in a corner with only one or two hooks, so that I'm forced to eat up both hooks, and thus give them free and infinite wiggle saves. This stops hard camping on one hook, because it'll take quite a bit of time to regenerate, but since we're talking about hooks…

    Reply
  2. As a new player, I would love more options to farm add ons in a match.
    But the idea that survivors have the option to use luck builds to farm add ons, but that I can’t do that on killer (who I care way more about add ons for now) is is annoying when I think about it.

    Reply
  3. I gotta disagree with the green items in basement. The key is green and we don’t need that ever from a chest. Bloodweb is a different story. But we definitely don’t need the lowest value item in the basement. It’s a slap to the face and very disrespectful

    Reply
  4. I really like the ideas suggested here and totally agree with pretty much everything you said! Something I didn't even think about was how the devs have made a stance on FACEcamping, not camping in general and I think I do prefer it that way. Sometimes killers NEED to proxy camp, as it's a startegy for macro play (I probably didn't word that correctly, forgive me), so it's important to know the difference.

    Reply
  5. Scott's is the kind of player who believes his way of playing the game is either the best way or the ONLY way people should play the game, and his way of playing the game is "Endless, mindless chasing". He emphasized "Skill on both sides", but then champions some of the most brain dead killer's like Blight and Wesker, who's powers and the speed it gives them allow them to camp from half a map away and tunnel out a single survivor if they truly want to. The truth of the matter is that he doesn't like camping because for him to camp would mean he can't continue running around a loop for the umpteenth time, and he doesn't understand the idea of playing strategically.

    Complain about the previous Skull Merchant as much as you want (I know I have), but the three gen playstyle was a strategic move. Same with Condemned Sadako, and even "Old Legion" worked on a strategy of focusing down a single person, even if it took around a minute to do so (which just made Old Legion a worse Nurse in every aspect). Each of these things Scott has thrown a hissy over because it "removes skill" form the game, when that is the point of a strategy, to do something that equalizes the playing field when you would otherwise be outmatched.

    Reply
  6. I personally think Basement should be BIGGER. Two entrypoints and just a tiny bit more space. Put a guaranteed totem and a guaranteed green or above item (And maybe a bigger blood point bonus for doing things in there for both sides) I feel basment should be a set piece

    Reply
  7. I looped a spirit who thought I was really dumb cause I ran into the basement in coldwind, once down there she nods no in disapproval of my looping and proceeds to strike me, that's when off the record kicks in and I run right back out 😅😅

    Reply
  8. You are just so respectful, thank you for making an example of showing that you can disagree in the dbd fandom without looking like a drill Sargent lol but anyways I agree with you and I definitely want the basement too stay with better attributes too for both sides ^^

    Reply
  9. Most of the time when I hook in Basement it's because it's to give more pressure during a game where I need the pressure. Making survivors go in the basement to unhook another takes up some of their time and gives you more time to patrol the map, but only by a little. I love the idea that the basement is a valuable resource to both sides.

    Reply
  10. My take I think basement should be removed like it was only ever added cause hooks back then didn’t respawn once they were broken but it was also a punishment for survivors, but basement existing literally makes parts of maps on certain ones have dead zones like they could rework it to have two entrances, but basement is mostly used to camp, get a huntress bubba trickster or any killer that can just camp and proxy basement is hard, get a map like temple your never escaping that basement their just so badly designed.

    Reply
  11. 6:00 I watched Scott's video and that was the first thing that I thought about, I don't think it should be removed as a mechanic, it should be reworked or overhauled to better represent a 'high risk high reward' gameplay option for survivors. The group chest and scourge hook is a great idea and it would be cooler if they made a visual change to the chest in the basement to better represent that.

    I also think that current basement really hampers down on balance decisions for utility based killers such as hag and trapper. Any base kit buff like trapper starting with all his traps incentivizes the player to lock down the basement.

    Something I also thought about was to create a similar mechanic to the current halloween event void plains. Where under certain conditions, a portal will spawn briefly for all players to enter after an unhook in the basement. Although it would be costly and just as risky as going back up the stairs. I'm no game designer, but I think it would be neat to offer an alternative way out of the basement, obviously at the cost of something such as debuffs or if the killer follows and hooks you in the void you get sent back to the basement.

    Reply
  12. A killer playing around basement makes the game dull and stale, no matter which "features" you implement for surviors. Killers who use/abuse basement will always at least be able to hook trade (in case of Bubba, Huntress and trickster even worse). If Killers play around basement properly it gets a very predictable and uninteractive game. Therefore i think basement should be deleted.

    Reply
  13. I've previously suggested an extended 'super' win condition for Killers and Survivors for extra BP and bragging rights. Killers would unlock basekit Moris if they reached 8 hook actions without a kill (with those Moris giving bonus BP) and Survivors would unlock something similar to a lesser White Glyph if they broke/booned all totems, opened all chests, and completed all gens. Essentially a reward for both sides to '100%' the match. This would allow for basement to be interacted with 2-5 times, once for the chest, and once per Surv wanting the bonus BP super win. This would also give more time for Killer to shore up extra kills or go for their basekit Mori super win.

    Reply
  14. Pro tip from a decent player: Iron Grasp if you want basement hooks but don't want a basement build. You can be a good long ways away and still make it to the basement. If paired with Agitation you could make it there from half the map I'm sure but I don't run Agitation so I'm not sure. Conserving hooks as much as possible is important as well as hook choice. Iron Grasp gives you that choice. You don't want to accidentally create a hook dead zone where survivors can bleed in a corner without ever getting hooked. And if you get some survivors who think they can take a hit and stop you from hooking more often than not you can down them easily AND STILL GET THE HOOK.

    Reply
  15. I think a better change might just be an update to items and chests. If you could find cool unique items ONLY by opening chests (and not by just bringing them in to a trial) that would make scavenging for items more fun!.

    Maybe include something like a safety deposit box in the basement for survivors. Put an item in your hand in the box, you lose it for the rest of the trial. In your next trial, when you open the box, your item that you stashed away in the previous match will be in there!

    Reply
  16. Ive always seen the basement as kind of an equalizer. For example every map other than indoor maps have a strong loop shack and a strong loop main building. Both give more of an advantage to the survivors in that area. (In indoor maps the lack of long range vision and lots of hiding places are the survivors advantage) the basement is the only place that the killer gets an advantage over the survivors in that area and acts as a risk towards using the strong loop it happens to be in. And in some cases the survivors are so sure of their win that theyd t bag and dance around exit gates etc, but 1 person getting put in the basement could help in atleast securing 1 more kill or even multiple kills. It sucks being camped in it sure but it sucks being looped around shack too

    Reply
  17. I'm glad I finished watching before commenting, because yeah, your changes are basically exactly what I'd do. However, regarding the chests I'd do it like this:

    4 chests spawn, unique to each survivor, similar to how Hex: Plaything hexes a totem that can only be interacted with by its chosen survivor for a limited time. The other chests are blocked by the entity and become unblocked upon the survivor's death.

    Upon opening the chests, check: If injured, a medkit. Then, If 2 or fewer gens remaining, gen toolbox (not sabo, helps break 3 gen). Else, acts like plunderer's and ace in the hole and increase rarity chances across the board plus an addon.

    But yeah, basekit monstrous shrine is basically perfect, obviously removing the additional 4 scourge hooks should you not have another scourge. MS could be changed to make it so the proposed new chests no longer spawn, or upon opening a chest you lose a health state (they're trapped) so if you are injured and going for a medkit you end up downed instead.

    Reply
  18. Idm basement in the slightest only thing that urks me is slugging for the 4k when it’s just two survivors left it’s boring and a massive waste of everyone’s time

    Reply

Leave a Comment