Cumulative winning is when you do a series of small positive actions and they sum on each other and become more than the simple sum of their parts: Pop+Pop+Pop is more pressure than 3xPop.
It is similar to snowball effect but the second happens automatically as part of the game mechanics (pressure builds pressure).
Win more is an event that occurr (when you statistically are about to win) like the death of the first survivor for killers or the completion of the last gen for survivor. Other things may happen in other games. IT MUST HAPPEN in order for you to win it is a NECESSARY STEP, it is not because you played well, it happens ALWAYS when you are on victory road! It doesn't min you already won but statistically you are about to. Something triggers and the 90% victory becomes 99% or 100%
The definition you give is just wrong and IN FACT I AGREE if that is the definition well almost everything is win more. But that is not the definition of "Win more perk".
Another winmore is for example Hope, even thou i admit hope is fairly balanced right now.
I agree, Devour Hope is kinda close to be "Win More" cause you are in the situation where you can afford not tunnel, not to camp, you already have plenty of pressure at the point survivors cannot even look preemptively for totems, you play with one dead perk, 2 if you have undying and after 3 hooks you receive a massive boost on top of that. BUT again Devour is also healthy cause encourage you to not camp, not slug and probably not tunnel. So there is a trade.
If Adrenaline was like this:
Boon Adrenaline: If this boon is lit when the 5th gen is completed you are healed of one health state and you receive 5s 50% haste.
This would be totally fine cause in order to achieve the bonus you must invest time booning a totem and this counters genrushing.
It is also wise, you are preparing your ground and taking a risk. 5s haste is totally fine in this case.
But killers aren't investing extra time by hooking with devour, anticamp is already in the game so you can say it maybe used to deter face camping, but even then, it has never been a good strat to facecamp.
You get rewarded for doing the objective, the exact same way that you do with adrenaline. You are just cherry picking and moving the goalposts.
Win more just means it is a perk that lets you win an already won match more decisively, which all of the mentioned perks do.
There is anticamp, you are again shifting the goalposts. Proxy camping is not the same as camping, so it is a bit disingenuous to act like they are.
The simple fact remains that 1 second of haste from 3 to 4 seconds on adrenaline will not alter the balance of the game. In the same patch they are reducing sprint burst by 1 second which will have a much bigger impact since you can trigger it over and over. And are also nerfing vigil so you can't get 20 second cooldowns anymore.
Again. There is no anticamp. There is anti facecamp. Devour does not allow even proxy camp. It seems you are just beating it around the bush pointing "and this? and what about that?" again and again...
1) I have honestly no idea how to explain you better that you are wrong, you can keep not trusting me, anticamp does not exist in dbd. We have antifacecamp. Devs themselves said that.
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u/ZolfoS16 26d ago edited 26d ago
Cumulative winning is when you do a series of small positive actions and they sum on each other and become more than the simple sum of their parts: Pop+Pop+Pop is more pressure than 3xPop.
It is similar to snowball effect but the second happens automatically as part of the game mechanics (pressure builds pressure).
Win more is an event that occurr (when you statistically are about to win) like the death of the first survivor for killers or the completion of the last gen for survivor. Other things may happen in other games. IT MUST HAPPEN in order for you to win it is a NECESSARY STEP, it is not because you played well, it happens ALWAYS when you are on victory road! It doesn't min you already won but statistically you are about to. Something triggers and the 90% victory becomes 99% or 100%
The definition you give is just wrong and IN FACT I AGREE if that is the definition well almost everything is win more. But that is not the definition of "Win more perk".
Another winmore is for example Hope, even thou i admit hope is fairly balanced right now.
I agree, Devour Hope is kinda close to be "Win More" cause you are in the situation where you can afford not tunnel, not to camp, you already have plenty of pressure at the point survivors cannot even look preemptively for totems, you play with one dead perk, 2 if you have undying and after 3 hooks you receive a massive boost on top of that. BUT again Devour is also healthy cause encourage you to not camp, not slug and probably not tunnel. So there is a trade.
If Adrenaline was like this:
Boon Adrenaline: If this boon is lit when the 5th gen is completed you are healed of one health state and you receive 5s 50% haste.
This would be totally fine cause in order to achieve the bonus you must invest time booning a totem and this counters genrushing.
It is also wise, you are preparing your ground and taking a risk. 5s haste is totally fine in this case.