Cecaelia
Cecaelia
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- Cecaelia
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I think nurse is fine in her current state and doesn't need any changes.
i noticed a lot of people don't try to mind game the nurse, and I'm not saying this is you, this is just my experience in general. People even at high mmr, just run in a straight line going "nooo it's Nurse! It's over!" They don't try to backtrack, they don't try to use walls or pallets, etc. She also doesn't fully ignore obstacles in her path either, so they are still good to use, people just ignore them.
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A forfeit button would be good.
@[Deleted User] said:
There has to be some restrictions or it will be another way for people to give up and screw their team over. Maybe if everyone is slugged or there are only two survivors left in the trial.
Also, other survivors aren't your teammates, they are allies, not teammates.
People should get this idea of them being "teammates" out of their heads already.
Teammates: Any cooperative sport.
Survivors: These are more like independent countries that help each other while it is mutually beneficial.
The key is 'while it is mutually beneficial.' I can win my Survivor match without the 3 other people. I cannot win football without my teammates. Meaning sometimes people will just walk out the door and leave you. "Omg my teammate left me." Stop right there, that is your ally not your teammate, they left because it's no longer beneficial for them to help you.
If it's not beneficial for me to lay on the ground for an undisclosed amount of time, I should be able to leave and go to the next match.
The real thing should be 'don't make the game dreadfully boring and they won't feel the need to forfeit.' The thing should be "how can we make this mechanic more interactive for both sides as to not have people dc/ask for a forfeit button. Not "what about your allies!" Because at the end of the day, doubly so in solo queue, your goal as a survivor is to escape, its not to get a "4 man out."
Its for you to survive.
Wake up. They are not your teammates.
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Sure as long as we disable all the killers end game perks too since they already lost; why would they need them after all!
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594211#Comment_3594211
Didn't ask for build tips, was just answering your question.
Which applies to Empathy too.
You still wouldn't really benefit if they are using a slug build that also has blindness built in.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594142#Comment_3594142
The survivor's aura isnt hidden until they go down, to a survivor running bond. A survivor goes down and if they have object permanence they can presume they're in or near the spot they went down.
That's how it works vs Knockout's aura hiding.
bruh bond is 36 meters, empathy is 128
if you want to do that you should run empathy not bond.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593457#Comment_3593457
And what exactly is stopping a solo survivor from running 'Bond' and paying attention before their teammate goes down?
Since when does bond work vs blindness homie? Hello?
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593457#Comment_3593457
First, theres no disconnect or misunderstanding.
I say free info cause thats what it is, given to survivors at no effort or exspense. Same as the hud counting gens for us, its freely provided info. The fact that its a base mechanic doesnt make a difference to me since many base factors can be augmented. You can call slugging a base machanic and there are perks which affect it on both sides. Furthermore the ability to see this intended info isnt even removed, the distance is changed.
40s is excessive, this is when I decide the survivors are fairly bad or ignoring for gen progress. I'm seeing an average of 6-8 pickups per survivor from noobs before nearing bleedout. I pity the incompetence you are witnessing.
You keep commenting about the time spent, but thats what I consider to be the benefit of the perk. Everything else about the perk serves little to no purpose, its the time off gens which gives the perk value.
The emphasis you're putting on solos verse swf is what I consider an example of standard play versus comm advantages. I don't see the ease at which swf negates perks as something that should be emulated for solo play. Nor do I see the struggle of some survivors invalidate the potential for success other solos have proven capable of.
You don't see the struggle because you're playing at the lowest mmr, per your words. WHere sentient life is - survivor wise, they struggle, and you seem to forget that knockout applies blindness which is huge - not just off gen time. The fact that you ignored the fact it gives blindess tells me all I need to know.
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This might sound mean, but "accessibility" and "muh bad monitor" is not a reason to cheat.
Just ask for the accessibility options you want, don't modify the game and cheat.
Just go out and buy a new monitor. And before anyone goes "not everyone can afford to just go get a monitor!" That's your problem, and it doesn't give you a pass to cheat.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592736#Comment_3592736
I'm not saying that no one struggles but I've seen enough players to do consistently well. This is where MMR would be playing its part and creating the difference between your experience and mine. I also didn't say survivors can do well with no information, I said not everyone is dependent on freely given information. Just because the information isn't presented to the player does it mean they can't gain that knowledge through playing the game.
I would also state a great indicator that your opinion may just be your mmr experience is that I play stealth killers at the lowest possible level because of my playstyle. A majority of the time I'm letting survivors Escape because they don't allow their teammates to bleed out. If survivors are consistently able to provide altruism throughout the team at the lowest level against knockout I don't think it's that oppressive. Are there teams that still struggle yeah but I think you're up playing them into the majority that's just not what I see.
It's not "free information" I do not know why you keep describing it like that, and it points towards a huge misunderstanding/lack of game knowledge. The base game gives survivors the ability to see their downed ally, it is information given to you by the devs as part of the BASE game. There's nothing "free" about it, it's intended information. Knockout removes an intended information.
Now since we're having trouble connecting A -> B -> C I will break it down further.
Solos: Have to spend 40+ seconds searching for someone down on the ground, sometimes they run past them due to the short range.
SWF: do not waste that 40+ seconds searching for the body. "I'm at cow tree" tells them exactly where the downed body is, which means they pick up faster, which means that they get back on gens faster.
Gens take 90s.
Solos: Waste 40s+ searching for a downed body.
SWF: might take maybe 20s to get to the body and pick it up if they are fully healed while downed.
Now by the time a solo picks up a body, another person has probably already gone down, and that's another body you have to hunt through the entire map for. Now if its SWF, he probably just said "i'm at killers shack, killer is headed towards main." Now they have all the information they need to make an informed decision within seconds, while solos are still combing the map for the downed body; and trying to figure out which way the killer is going. Bonus points if it's a stealth killer and they have no indicator of where the killer is at, where he's looking, etc. [I'm not counting information perks atm in this calculation for the survivors.]
Now if you break down all the time saved between SWF and SOLOS you will understand how solos are screwed with a slug build and SWF have a much better chance. Keep in mind it might take solos even longer to pick up someone since the dude that is downed is probably trying to crawl either away from the killer that is standing on their body or toward a teammate that might be running in the opposite direction. If the killer is standing on the body they probably said "killer is on my body, go do gens." While solos have to walk all the way around, find the body, see the killer standing on it, and then go and work on a gen. <- That process might take more than a minute+ worth of time, times the 3 people that might all be not doing gens to search for the other random to get that information.
Now do you understand how much time is saved when you pit SWF vs SOLO experience vs a slug build?
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592795#Comment_3592795
https://us.v-cdn.net/6030815/uploads/JO0K7ITEJW7R/image.png
As for the whitelisted programms, some crosshair programs and for example re-shade are white listed by EAC, therefore they are allowed as stated here.
https://forums.bhvr.com/dead-by-daylight/kb/articles/139-game-rules
If you can provide me the specific part of the eula that states that other rules that are not mentioned in the same document do not apply unless condition xy then we can talk, but otherwise just take the L.
I cannot believe you are actually trying to defend turning the whole screen grey but the survivors and killer bright red so you can see them across the map. Such wild tomfoolerly.
Also you do know things can fall off the whitelist instantly right? TOS is what you should follow.
Just don't cheat, its not hard.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592791#Comment_3592791
Ehm... You do realise that if they state something to be allowed, then the tos does not really matter? So by definition it is not cheating... And filters don't even mod the game files, so what is your point there?
you do realize that TOS is legally binding right and "he said so bro" is not....right?
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592772#Comment_3592772
OK but it is not cheating? So what is your point? The devs already stated it is not cheating...
If you modify your game files in any way per TOS its cheating. Just because they gave up because its rampant doesn't suddenly mean its not cheating. If they man up and ban people for doing it, they'll stop.
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592768#Comment_3592768
So, let me get this straight: You want facecamping Bubba back? Because that's what's going to happen if you don't mind having Insidious be an option for camping again.
Who cares. I do not. He will lose all his gens, lose the game to sit with 1 kill, drop mmr, and I'll never see him again. Hell, you could even add a passive of "stagnate hunt - The entity grows bored with an idle hunter, repair speed is increased by X% every X time the killer has not moved." if you're that stressed about a leatherface. But really not an issue, just do gens.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592744#Comment_3592744
Modifying the game files can be used to add options that are already in the game but not in the menu, also there are filters that only apply on the stream so it is better to watch for the viewers, but does not change for the player...
Also you cannot ban people for using filters that are integrated in monitor or graphics card program... So what even is your suggestion?
If you record yourself cheating get banned.
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592766#Comment_3592766
Who said anything about staying in one place? I'm saying that if the Killer hooks someone in the middle of the map, leaves the hook, and then hears a noise notification or something on the other side of the map, there's now a massive invisible bubble smack dab in the middle of the map that the Killer is forbidden from passing through.
Seeing that insidious camping requires you to stay in one spot.......................................
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592762#Comment_3592762
If you're basing it on the actual terror radius, then say hello to the return of Insidious camping. And heck, that change would barely help against a camping Huntress; her actual terror radius is only 20 meters.
The average map is 9,282 square meters in size. If you don't believe me, look it up. So if a Survivor is hooked in the middle, over 1/3rd of the map is now off-limits to the Killer unless they know a Survivor is in there.
if they want to sit in 1 place and lose all their gens then go off, I guess.
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592739#Comment_3592739
Well, for one thing, the anti-camp bar never stops filling completely, even if a Survivor is present.
More importantly, if the anti-camp radius is 32m wide, then suddenly the Killer's movement is very restricted if- god forbid- they hook a Survivor in the middle of the map. If the Killer has to avoid that whole area just to avoid filling the camp bar, a Survivor can easily take advantage of that by sitting on the opposite side of the anti-camp zone, knowing that the Killer has to go the long way around. Or they can hide inside the anti-camp zone, knowing that the Killer can't risk looking for them there.
The Terror Radius is big. Really big. At any given time, it covers 3,217 square meters- that's almost a third of most maps. So if you create an area that size in the middle of the map where the Killer isn't allowed to enter unless a Survivor is also present, they're gonna start having trouble with navigation.
Not every killer has the same terror radius size, for one.
The anti camp bar stops filling when another survivor is present. Hence why you see the threads with the "does the anti camp work erm its not working for me" with people explaining that their friends running the killer around the hook makes it stop. I can also attest that it does not fill when the other survivors are playing monkey around the hook. The only time it isn't present is when the exit gates are powered.
Maybe a 3rd of the newer maps that are stupidly small, but its not a 3rd of the average map. The killer merely has to hold WASD and walk to another survivor, legit 0 excuse with the way there's an aura reading perk for killers for every situation.
No seriously, there's 0 excuse why you can't find another survivor.
- Beginning of the game
- Hitting a gen
- Opening a locker
- hooking a survivor
- gen completed
- exit gate powered.
Why are we struggling to find people again?
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592591#Comment_3592591
OK then, but one thing can be outlawed by the devs or at least removed from settings and the other one cannot... So even if that is the case it does not matter as you cannot forbid filters or make them unable to use.
just ban everyone using them, and modifying the game files in any way. that includes portrait packs.
the fact that almost every streamer does this and shows it off should quickly net them a ban. that's rule # 1 in every single game known to man (DO NOT MODIFY THE GAME FILES) and yet you have influencers showing off that they....modify the game files and use filters??????
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592723#Comment_3592723
The issue with that change is that Survivors may start using it aggressively. 32m is a pretty huge distance, so a Killer who's not even trying to camp may end up filling the bar.
If you want my suggestion for a change: If the Killer downs a Survivor within the anti-camp range, then the anti-camp bar fills instantly. So if a Survivor gets even remotely close to the hook, then one way or another, their teammate is getting off.
How do you use something aggressively that cannot progress if the survivor is nearby? If a killer is chasing someone within terror range of the hook, then a survivor is nearby which means the bar does not fill, same way if a survivor runs a killer around the hook currently. The only thing that changes is huntress standing there with her arm raised outside of the AFC now is punished instead of her just lobbing an iri hatchet at someone when they try to save while standing there for the whole hook stage.
I just had a death slinger just sit next to someone just outside of the AFC aiming his gun at their body. The result is exactly the same as if he facecamped them. It makes no sense. Its just face camping with some extra steps.
Also side note: gens used to take 60s, now they take 90. Back in the day if the killer just stood there like a dumb dog like they do in 2023, they would have lost all the gens and only killed the 1. Nostalgia moment, but my killers back in the day actually hooked people and booked it across the map to stop gens. Now they just stand at hooks and go "if I can't camp this one person to death then I will loooose the game," and then act surprised when 4 gens are popped all at once. Or you see them camp the hook and then tunnel the same guy to death leaving 3 healty survivors to beat out gens, and then go "omg, all the gens are done so fast!" Yeah because you have 0 pressure, no one else needs to heal, no one else needs to move, no one else needs to do anything but hold M1 and hit spacebar.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592720#Comment_3592720
Swf negates lots of stuff.
That fact that survivors have to search is what makes it a good perk for me, the time off gens can be an effective replacement for regression perk. You say it ##### solos but as an avid user I have seen many survivors perform just fine. The only ones getting completely screwed are survivors making bad decisions and would probably just as equally struggle if I was hooking people.
I completely disagree that solos are the scape goats for why this perk needs to change. Not all of us struggle when info isnt just given freely.
Feel free to disagree, you're entitled to your [wrong] opinion. I'm just disagreeing because of what I see with my own two eyes. People do struggle when they don't have information, that's just the basics of DBD, if you say that people do "not" struggle when they do not have information about a dangerous situation...that's just false. You need information to make informed decisions yes? That's kinda they way knowledge and game sense works? Right? Not I go into a cluttered map and I just know with no information where a 100% random person is on the map that is downed, that you cannot aura read, that you also have a blindness stack on vs someone saying in vc "I'm at the coal tower vault."
I promise you solos are screwed, and no going "well one time in one match out of 100 a survivor picked someone up and they reset" isn't particularly valid.
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I just don't understand. People cry when people kill themselves on first hook, but at the same time we're unironically going "them killing themself first hook is bad but me camping them to death from 1st hook is okay." The results in both situations are exactly the same. Behavior just needs to man up and make it just anti-camp, and increase it to "if the hook is within terror radius the bar progresses." There are 3 other players besides the hooked player. Play the game and stop standing in one spot staring vigorously at the hook, let Ada play the game.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592585#Comment_3592585
Survivors can be altruistic, they just have to get off the gens first. I find knockout entirely beneficial for slowdown because it requires survivors to look for the downed player where as hooks give the entire team info and can continue gen progress.
Id also ask dont throw all solos under the "cant cope" blanket, plenty of us can manage.
Knockout only ######### soloQ. SWF just say "I'm down at the shack, I'm down at the middle, I'm down at 2 oclock."
SoloQ is the one that has to get off the gen and search for eons for a downed body. Plus knockout having blindness is an even bigger ######### you to soloq. Unironically it needs to be nerfed.
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@Foempticol said:
DBD should go F2P. I'm tired of having to pay monthly or yearly just to play this game on console while PC players get to play for free
Legit your own fault for paying 500 for a console every 2 years when they roll one out and then 100+ or 79+ to use your own internet to play a multiplayer game. You know what you're getting into when you bought it, don't act surprised now.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591654#Comment_3591654
I paid attention, but your suggestion isn't sound. Just because you don't mind waiting longer doesn't mean that everyone else wants to wait with you and that goes for both sides not just killers.
It takes 4 survivors to make a match and you're saying to give each one of them a ban option. So that is 4 killers banned every game, for the individual that seems inconsequential(setting aside the issues of player bias and using mechanics to dictate 'approved' play), yet when you consider that this process repeats for every single concurrent match being played you end up with a massive queue of players who aren't playing matches of any sort. While killers can just switch that doesn't solve the problem you'd create as any semblance of matchmaking around skill level would become impossible. You're probably willing to wait the length of a singular match for a game, but probably wouldn't stand for waiting potentially 40+mins or more.
There are 30 killers and your suggested system would shave that pool down to 26 at any given moment and switching killers isn't an easy process. It requires dropping from matchmaking every time you need to change your killer and while most players have most or all killers they don't play them all with a high degree of comfort or skill. It's more common to see people who play 1-4 killers well at most since to truly get the hang of killer is a bit of commitment and a lot of stuff doesn't transfer skill wise between killers due to different powers and playstyles. This isn't the sort of game that has been designed with bans in mind and instituting them would just make people play less which would just add to inflated queue times.
Bans would be fundamentally destructive to the overall experience no matter which side you favor once you get to scale because this game isn't remotely designed to handle something like that.
Re-read the part where I said "one killer ban per lobby" and then re-read the post again. x_x
You are legit talking about a situation that I already spoke against. Can we please read the posts before we reply, thank you.
You cannot debate against someone if you don't even read what is said.
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@VomitMommy said:
Each player? That would make SWF so easy...
So let's ban Nurse, Blight, Spirit, Wesker for each game and just bully what's left....
Just no.
@Cecaelia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591397#Comment_3591397
As I mentioned before if you paid any attention, I do not mind waiting longer. If the killer doesn't want to wait a long time they can just switch killers. There are 30 of them, it's not that hard. I know people will veto blight, huntress, nurse from the jump so it is what it is for that. Also like I said, you can only ban one, if you're swf then your lobby can only ban one. Ideally it would match survivors with the huntress banned together and then shoot them into a lobby, not one survivor has huntress, one has xeno, one has pinhead, one has blight so that lobby cannot get those four killers. One killer per lobby.
I will happily wait a match time for a killer to get out of a match and queue another one if that means I'm not facing a huntress for the 12th time in a row. (:
Hello? Please read.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591388#Comment_3591388
You're just going to end up getting matched against the Huntresses in the end as for that to even be functional it has to have a default time limit imposed or else matchmaking will grind to a halt because when you have 4 people each with a ban multiplied by the average size of a region you're eventually going to run out of suitable matchups to be made in a timely fashion.
I guess the frustration of low diversity in opponents, but at the very least consider the consequences of what you're suggesting.
As I mentioned before if you paid any attention, I do not mind waiting longer. If the killer doesn't want to wait a long time they can just switch killers. There are 30 of them, it's not that hard. I know people will veto blight, huntress, nurse from the jump so it is what it is for that. Also like I said, you can only ban one, if you're swf then your lobby can only ban one. Ideally it would match survivors with the huntress banned together and then shoot them into a lobby, not one survivor has huntress, one has xeno, one has pinhead, one has blight so that lobby cannot get those four killers. One killer per lobby.
I will happily wait a match time for a killer to get out of a match and queue another one if that means I'm not facing a huntress for the 12th time in a row. (:
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/397784/some-requests
Veto would be hell for queue times, so it's impractical. Also we don't really need more ways to prevent players from enjoying the game how they want to.
Random perks I really like the idea of, I don't know why they haven't implemented it beyond that one tome challenge.
They can enjoy the game how they want too, I just shouldn't be privy to it.
As for veto I'm okay with waiting longer queue times if that means I get more variety in what killers I am facing. Like I said, I'm sick of huntress every single round.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590128#Comment_3590128
BP gained mattering more than game outcome could be a good idea if the BP system was good, which isn't the case at least for survivors.
You can run killer the entire game and not even get 15K BPs, the less people get hooked / hit the less BPs there are for unhooking and healing available, and these are split between 4 people...
That's because BP is capped, it should be uncapped so if you do all the gens you get all the gens worth of bp and if you run the killer for 5 gens you get all the boldness. Yes the BP system can use a lot of work, but the BP system was considerably better than the system that encourages people to hide and do nothing so they can walk out the doors at the deficit of their team.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590117#Comment_3590117
Why would a player on PC not want to get close sole peeps in their games?
(: I just don't.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590132#Comment_3590132
MMR is a corrective system that aims to pit players against other players that have a similar chance of winning. It exists purely to seperate newbies from pros.
It's not designed to be a stand in for a ranking system.
There is no such thing as a "pro" dbd player, for one.
Two. You are matched with people of similiar MMR if they deserve to be at that mmr or not, with me just explaining on how mmr is not an indicator of skill since walking out the exit gate, especially with killers giving it to the last survivor (often times the person that has been hiding in a corner doing nothing) is even more egregious.
Three, the corrective behavior of people hiding and doing nothing the entire time but being rewarded for it? Working as intended I suppose?
We aren't going to see eye to eye - so this is my last response to you.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590128#Comment_3590128
deserve MMR?
MMR just rewards
MMR is not a reward system, that's why it's hidden.
MMR is a reward because you get to go against better players and byproxy get better teammates. That's a reward.
Also this isn't league, having an MMR system in the first place is such an L grindset
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@Mandy said:
I think there's a misconception happening here, the MMR is not stricter, nothing has been changed with the way the matchmaking is being handled - that's the same as it has always been.
What it means is that players who'd reached the soft cap (whereby they couldn't go any higher), can now go higher, meaning they will be matched with other higher mmr players. This has no effect on newer players who were not at the soft cap.
Or another thought - just remove the MMR system and go back to the BP system.
If you walk through the exit gates is not an indicator if you are good or not.
What about the guy that ran the killer for all five gens but died? He's the reason why the exit gates could even be powered but he doesn't gain MMR because he died? What about the person that did all five gens but died while your team is doing totems, chests, sitting in a corner, or just going down repeatedly? Suddenly you don't deserve MMR because you died even though you are the reason why the exit gates are powered in the first place? What about people that do a combo of the two - running the killer and doing 3 gens but they get hooked once and die? Do they suddenly not deserve MMR?
MMR just rewards a braindead playstyle of people sitting in the corner, doing totems, doing portals, hiding in lockers until the exit gates are powered so they can walk out the door. I play as a solo survivor and I cannot tell you how many times I have been in a match and for 8+ minutes the icons on my teammates (showing where they are doing stuff) does not change at all, but they walk out the door. The BP system was better because only the people that actually did stuff (gens, ran the killer, saved people) would rank up and therefore the playstyle of sitting in a corner and doing nothing all game but walking out the doors would not make you rank up - you would have depip or safety'd at mid ranks or depipped at red.
TLDR: Your mmr system rewards a braindead playstyle and punishes the people interacting with the game.
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I too agree with turning off crossplay between console and pc. I am a pc player for reference
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I think the worst ones are the ones that work with the killer to screw over their on team.
Bhvr really needs to start banning them when they are reported.
The second worse are the ttv people that run up to the killer and start memeing instead of playing the game.
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I think Claudette is beautiful, and attractiveness is subjective so its a weird ask.
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@Desolate_Sands said:
https://forum.deadbydaylight.com/en/discussion/comment/813396#Comment_813396
I have a mori list, and it includes anyone with TTV in their name.
https://forum.deadbydaylight.com/en/discussion/comment/813597#Comment_813597
Same for me! Never gotten a single salty killer message on xbox in like 2 years of playing. But I get salty survivor messages almost every time I play. And I only play like a scumbag sometimes, a lot of it is pretty unjustified.
https://forum.deadbydaylight.com/en/discussion/comment/813762#Comment_813762
If someone breaks my ruin totem and I know who it is, they are marked for death. That totem was my best friend....for the last minute.
Yes, I'm the same way. But I'm not going to make an entire website and stick your name on it and then grief you every time you come into my lobby, and then make an entire event around it and make fun of you in front of hundreds of people...with hundreds of people. Pretty sure they use a word legally for that type of behavior too.
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/813396#Comment_813396
Not all Mori lists are for the same reasons.
I used to keep one for Sandbaggers but decided it wasn't worth the effort and let it go.
TheEntityLeftHand, a roleplay streamer, keeps a Blacklist of Offenders for those who don't live up to his ideals of how a survivor should act as part of his "Character". Those of us in his "Court" enjoy these bloodhunts for offenders as the best part of his show. Does that make us sad too?
Yes actually it does. That is just griefing, it's not anything else and I wish BHVR and Twitch would crack down on it. You guys are doing the EXACT same thing you say you don't want survivors doing. "Don't tell me not to use NOED!" Meanwhile: "Omg that survivor cleansed my ruin?! Omg they are going on my blacklist and I'm going to tunnel/camp/stand on their slugged body them every time I have them in my lobby!" It makes it worse because the survivor cannot tell who they are playing against so they have to be apart of the dog and pony show. Not only that but he is going out of his way to make the match as unenjoyable as possible for someone else and belittling people in front of hundreds of people, and in turn allowing them to make fun, belittle, add them on steam to make fun of them some more. The prime example of twitch streamers weaponizing their communities against people.
He is the perfect example of why MLGA existed. Like the spitting poster boy. E. w.
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There is a problem, there are solutions. Going to say right now, I am not encouraging the DC culture but I do understand where it stem from.
Rin is not fun to play against, therefore people DC vs her. The solution a majority of you are proposing is "ban them all for dcing against me." While yes that is a very valid sentiment you also forget that this is a game. Therefore it is meant to be fun. If you have gone against five Rin's in a row, and you get a sixth when Rin is already not fun to play against what do you think is going to happen? This is like pre-rework Legion, I remember getting like six Legion matches in a row and it was just way too much, and it's even worse at red ranks where you might be playing the same 20 man killer pool and have a greater chance of getting 5 nurses, 6 spirits, 3 hillbillies, and then never seeing anything else. So I get where the DC frustration comes from on both sides.
Now I'm going to go back to the whole this is a game comment and add onto that. This is a game, but not only is it a game its a non-eSports PARTY game. Which means there is no real life money on the line. There is no e-Sports scene. There is no heavy ranking system where it actually matters like 6 month League of Legends ladders with season rewards. Therefore it does not matter at all and it should be played to have fun, end of story. If people aren't having fun it is very self serving and entitled to try to force people to sit through a match that is highly unenjoyable for them especially when you haven't bought their copy of the game, and to add onto that a match up that is highly unenjoyable for them that they might have had to play 6 times already before you. And since there is nothing really to be gained except Bloodpoints the survivor loses absolutely nothing by leaving.
I think an avoid player system like Overwatch has, might be a decent solution.
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They won't buff it. They hate that MoM was meta. No hate tho, I really liked MoM it was a nice anti-tunnel perk.
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Yeah I find her not enjoyable to play against either. Like pre-legion rework unenjoyable.
Her problem honestly is the same problem that Doctor has: She gets way too much information for absolutely nothing. But Doctor is manageable because it's just a standard chase, he just gets to find you randomly for free if you don't want to locker hop the entire game.
The thing is a chase with Rin doesn't even feel like a skill match up if you don't have Iron Will, because as I mentioned before...she gets too much information to help her track when she's supposed to be vulnerable. She can bump into you. She hears you if you're wounded without IW. Blinky blink blink, stand still can't tell if she's moving or not if she has prayer beads...which aren't rare at all. No animations for her. Not much a mind game if you don't have enough information to play the game.
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I for one am very happy that this Blight exists instead of last years Blight.
Last years Blight was so killer sided it was obnoxious. It was awful being the only survivor trying to survive because the others where running around trying to suck the juice out of some flowers and getting killed while doing it, and no generators got done. At least now they can get their serum without slowing the game down to a sluggish crawl / not moving forward at all.
Good riddance to last years Blight.
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Honestly moris are a griefing tool most of the time. Most killers that are skilled that I have went against either don't use moris or they wait until death hook to use them, so they get their points and pip while using one.
The problem I see every rank reset though with moris is the unskilled killer population who hook someone, stand just out of terror radius, wait for them to be unhooked, tunnel the unhooked guy, and then mori him straight away. Which is downright frustrating for the survivor who might have waited 5+ minutes to get into that match only to spend most of their time on the hook, not actually getting to play the game.
Even if they change it to where you can only use it on death hook then you would have people getting unhooked and instantly tunneled for another hook and then Mori'd straight off that hook. The only solution would be an in game timer, where you can't use a Mori until after for example 10 minutes into a match, or when exit gates are powered to deter people from being twats about the mori.
As for keys there is an achievement for everyone escaping through the hatch, and for that to happen all the generators have to be completed, which means if there's four survivors ups, all the gens are done, and the killer hasn't killed anyone by then which means he already lost. Unless he's doing a late game NOED/Blood Warden/Remember Me, cheese then there's not really anything he's going to do about it anyways.
Also you can close the hatch while the survivor is mid jump and it cancels the jump in. It's happened to me before. So yeah.
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@Ember_Hunter said:
Let's make lockers great again! Also, how do people get to lockers so quickly to save people with head-on so quickly though? XD
Quick & Quiet, Dance With Me, Head On, SC
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I can't control my teammates.
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And seeing that it doesn't work a majority of the time, it would allow everyone to take an actual sprint/exhaustion perk instead of hoping that the hitbox works once in a full blue moooon. :c
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I used it a few times last night too, and the killers swing/grab would over ride me trying to pop out of the locker and if you do it while they are approaching it magically doesn't hit them. Devs please, fix the hitboxes on this perk if you want it to be an exhaustion perk or make it like Dance With Me; and just a perk cooldown.
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@Dwight_Confusion said:
https://forum.deadbydaylight.com/en/discussion/comment/453182#Comment_453182
4 man swf is just about impossible to beat. It really is.
It should be 3 man and 2 man. 4 man should be removed.
4 minds and 16 perks working against 1 mind and 4 perks. It breaks the game. Clearly.
If one cheetah can kill an impala in an entire herd, when the herd has scouts, and a deadly kick, then you can kill a survivor in a swf. If nature can do it, you can do it. Nature got gud via evolution, you can do the same by adapting.
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Okay, only could find two clips from my play session, I think I gave up after the huntress one lol
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DC against legion same reason I used to DC against Billy way back in the old days.Veterans that actually play play this game will know.
Accursed: Begriming chain bug.
I just assume every Legion I face is an exploiter and DC to find someone that isn't exploiting, just like the old days of assume every Billy was an exploiter. And...fyi back then the Billy's generally where.
Faced a mend bug, moonwalking legion, then faced another moonwalking legion right after. So never again.
It's like the days where survivors could knock the killer under the map, or intentionally bug them into objects. Not okay.
Exploiters aren't entitled to my time.
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They won't fix camping. They don't know how. Just play (as much as I hate telling you this OP) SWF. That way when you're getting camped you can just say "I'm getting camped do gens and get out" that way at the most the killer can get is maybe two.
Actually, maybe a passive perk for survivors.
"Fear of Death"
When the killer has stood within xyz radius of survivor for xyz time all remaining survivors get a repair time increase to generators for xyz amount of time.
'The hound did not leave its prey, the hopelessness of the situation inspires the Entity to grant a boon to the survivors for hope is what sustains It, and hope... It wants to generate.'