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Corikstarr

Corikstarr

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Corikstarr
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  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1783237#Comment_1783237

    It is a FACT that they used blueprints to code the game.

    The point of contention is whether or not that's what's causing the bugs.

    Considering blueprints aren't generally used for big games, and the fact that they've come out and said that they're transitioning to C++ points to the 'spaghetti code' problem. It's called critical thinking. Blueprints aren't designed to be for games as big as DBD, they are a quick way to make a cheap game, they aren't made for large games. DBD is BHVR's only big game, they had no funding to afford good devs nor take the time to make a proper game. Since these blueprints are the foundation of the game, they make the game very buggy, which it is. It makes sense.

    I would say watch the video, but it's clear that you're only capable of hearing what you want to hear.

    Did you watch the response from the dev that was posted? I would wager you didn't, considering it is not a fact that they used Blueprint to code the game.

    What is fact is that they used it for pieces of the game, as Blueprint is intended, and have since changed many of those parts to C++ for optimization.


    Scott Jund was openly speculating and got some things right and some wrong. That's fine, it happens, and speculating adds to discourse. But he's not entirely correct and it's weird that you want him to be.

  • It very much seems like survivor mains just don't want to learn how to play differently. It's all about chasing to buy time for gen workers, and any killer or add-on or perk that makes that difficult for them is considered OP or unfair. When you find yourself in that situation, you should adapt instead of smacking your head against the wall trying to do the same thing as usual.

  • @xEa said:

    .. and ongoing to nerf the most platenly obvious broken thing since the old BNP (those where you could instantly repair a gen). I mean it, devs, whats so difficult about it?

    They got rid of the OP Brand New Parts within a few months, but after 4 years the killer sided equivalent of the same ######### is still in the game.

    I am honestly sick an tired of killer who run ebony mori. Bring a Nurse, Spirit, PH, get a hook, tunnel off the hook so its instant 3v1. GG. How is that fair? WHY are there things in the game that gives one side more or less a free win?

    And dont come up with Keys. Yes, they are op too, but not nearly as bad as Mori.

    Just make it cosmetic style after 2nd hook. Why should there be an offering, that gives you a massive advantage? It makes no sense.

    I wouldn't call Moris the BNP equivalent, a closer comparison would be the key. Both end the game directly rather than BNP simply speeding it up. So I would not say they nerfed the mori equivalent.

  • @unluckycombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1638606#Comment_1638606

    You're totally fine! I actually primarily play Survivor at Rank 1 with a casual SWF, and honestly, I never really come across very many campers. Usually when I do, the killer is low rank (as I sometimes play with players who are still in their first 100 hours of the game, and barely out of grey ranks, or matchmaker just had a stroke again), or the Killer is just trying to secure a kill in late game. (Which, honestly, doesn't bug me. Let the poor man get a kill.) Heck, I'll even be amoung the first to admit that I see survivors complain about camping when it didn't happen constantly. (As both a killer and survivor.) Honestly, I hate when people go off saying the killer camped them, when in reality their fellow survivor decided to either go for the unhook in front of them, or decided to go unhook mid-chase without BT, or commiting to a 1 for 1- it's just dumb imho.

    Tunneling is a weird one though. It definitely happens more often when you have no obsession to punish the killer with a possible DS, but I see it a decent amount when I play in my SWF. We get a fair amount of killers who will just tunnel our newer friends out of the game because, well, they're new and an easy kill. Usually they'll smack a gen with pop, and then come straight back to the unhook- not allowing a BT proc.

    Honestly, I might just be lucky, but I don't really think either of these issues are really bad enough to warrant any changes. Neither really happen to me enough for me to care, and they're both easy to counter- especially with all the second chance perks there are right now. It just requires players to know what they’re doing and to play smart.

    You hit a very good point with bad unhooking (mid chase especially). Often, it's not the Killers fault they were led back to a hooked survivor. I think what happens with a lot of Survivors that they don't see what they're doing as a misplay, but as bad manners by the Killer. Because very few players seem to want to admit their mistake. That's probably where the majority of the complaints come from.

  • @BabyDweetMain said:

    Title.

    I mean I think if we had the ability to see our team mates perks, it would help in the trial. First thing I think of is Inner Strength. I do bones for bloodpoints and completely forget that some people run that perk. And on the flip side when I run Inner Strength with my locker build, all the totems are done. If we could see everyone's perks then we could properly coordinate during the match. If I myself am not running Inner Strength but I see my team mate is, I'll avoid doing bones so they would have something to use to solo heal.

    It was said above me, but it's because the game is not built explicitly to be a team game on the Survivor side. Even in the tutorial stuff, I seem to recall it basically saying that helping is good, but don't get yourself killed for it. So the idea is that you don't know if you can trust the other Survivors.

    Basically, the Survivors aren't four friends thrown into a trial together. They're four strangers and why would they know what the others are capable of?

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1638607#Comment_1638607

    i can accept that i do make dumb calls from time to time but im pretty certain i dont camp or tunnel but the survivors i go against would say otherwise

    It feels like if you don't let them sit and heal directly under the hook, they call you a camper and/or tunneler. Like you're expected to just ignore the unhook notification entirely.

  • @unluckycombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634434#Comment_1634434

    Hard disagree chief. Hooks don't need to be stopped or slowed when a killer is nearby. The killer can already get punished for facecamping as long as the survivor team has braincells. Maybe it's just me, but if you run in for an unhook in front of the facecamping Bubba who hasn't left hook, he probably deserves the kill- besides, there are already perks to counter that behaviour- like Camraderie, or BT against a non-instadown killer.

    Facecamping sucks, and it's not fun to play against. But as a killer, it's generally not fun to do, and in my experience, is either done out of necessity (such as securing the 1k or the 2k in end game) or just to get challenges done. (And trust me, when you play killer and you feel like you have to camp for the 1k or 2k in end game because you know you played like crap, the end game screen and chat are punishing enough when you already feel like you did terribly.) Granted, there are some people who facecamp on the regular, no matter the reason- but hey, they're probably also the same guys who do flashlight clicks into a DC when they get downed first as Survivor, so whatever.

    I think your idea would just be needlessly nerfing killers in a way that is unnecessary, purely to buff solo survivors, and would be way too abuseable by SWFs. If facecamping is a huge issue in your games, start running Kindred and learn to sit on gens while the person sits on hook. Punish the killer by forcing out gens, and if your team wants to play dumb, let them. They can go play hero, while you sit on gens and prepare for a hatch game.

    I'm actually a Killer main, I was just continuing the discussion for the most part. You make a lot of really good points, and that was exactly what I was hoping for. Just some discussion.

    When I do play Survivor, I don't really encounter camping or tunneling all that often. In fact, I can think of once that I was directly face camped, and I was tunneled earlier today (for five damn generators), but I don't know how often it's actually happening. I don't personally see these two things happening as much as these forums would have you believe.

  • I'm just going to echo the sentiment that Killers seem to be held to a different standard than Survivors. I get part of the reason why is because the killer is literally trying to end the match, and sometimes that means a survivor is out super fast. But what is the Killer supposed to do? Politely wait in a corner, facing a wall, while each Survivor gets their full three hooks? That's obviously an exaggeration, but it sometimes feels that way.

    The main problem is that we seem to often forget that the Killer is supposed to have fun also. Yet a lot of salty Survivors seem to be under the impression that anything they personally do to give them the edge (certain perks, body blocking, voice chat, etc) is fair play, and anything the Killer does is rude and trying to ruin their fun. Like a match can never be fun if they don't escape, and screw the fun of the Killer, they don't matter.

    I know it's deeply unpopular with the Survivor main crowd, but I well and truly believe SWF with voice chat is ruining an exceedingly large number of games for the Killer specifically and to a degree, harming the game as a whole. It goes entirely against the spirit of the game, and only serves making things easier for the Survivor and often impossible for Killers. Especially early to mid rank Killers that may just be trying to learn the game still. Killers don't have an equivalent answer to it. They're alone entirely, so it's not like they can just chat with someone to level the field. Now, I know that some SWF are literally just friends playing together, and most of the time, that's fine. I don't mean them. I mean the try hard groups that can never ever let the Killer even have a glimmer of hope, followed by being rude in post game chat to the very Killer that they already likely annoyed for 5-15 minutes. Cause god forbid they have fun too.

    I guess my point is, as long as there are Survivors that can't have fun without a full team escape and don't view the Killer as another person rather than just a punching bag, it's just always going to be this way. Where Survivors cry foul whenever the Killer does anything to counter their own game tilting/sometimes breaking shenanigans. It would just be nice if Survivors were held to some kind of standard of fair play.

  • @AxonPhantom said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634482#Comment_1634482

    but what about negative terror radius builds that break monitor abuse, or Myers. There's an awkwardness to teaching people this method because there's no good way to judge your own terror radius all the time. Plus if someone just brings you to the hook in a chase they stall hook too.

    I meant have it adjust similar to but not effected by terror radius. So it's a separate measurement not effected by terror reducing effects.

    Even so, if someone wants to run a bunch of terror radius reducing things just to camp, they're probably sacrificing more useful things.

  • @AxonPhantom said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634468#Comment_1634468

    The Only inherent problem in this is that certain killers don't have to care about that range nearly as much as others (huntress/demigorgon vs trapper/pig)

    Then make it like a terror radius and adjust based on who is played.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634434#Comment_1634434

    How does that also address some of the problems killers face surrounding the current hooking system?

    By forcing the killers to apply pressure elsewhere, it should slow gen rushing naturally.

    Flashlight can be helped by clearing the area before picking up a survivor, I don't think it needs addressed personally. Just don't rush every action.

    Honestly, I think attacking a survivor in the process of unhooking should interrupt them like at a generator. Whether a free pickup or a general interruption.

  • I think they mean have the meter maintain meter progress between hooks. So it's no longer three and done, but a need to empty the meter over whatever necessary number of hooks.

  • How about stop or slow hook progression when the killer is within a certain range of the hook? Could even make that range expand when the hooked survivor reaches stage 2.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630590#Comment_1630590

    No, survivors just need to know the difference between safe and unsafe unhooks and perform the latter. I don't use BT and never have any issues when unhooking. Why do you suppose that is?

    Because you're relying on timing and skill rather than a crutch to unhook.


    I get why people take that perk, because they assume they have a camper or because they don't want to have to wait to unhook someone, or because they like to just bum rush the killer. With the exception of the camper scenario though, it's a crutch.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630526#Comment_1630526

    Um, no. They are effective strategies in the right situation. This myth you just parroted is 100% incorrect. Camping, tunneling, slugging, and the Mori are all tactics, and sometimes they are the RIGHT tactic. Used incorrectly, they will result in a net loss. Used correctly they can turn a game into a solid 4K with perfect emblems. The hard part is learning when to use them, and when not to use them.

    Not sure why you're mentioning slugging and mori, neither of which I said were ineffective. Slugging can be necessary for sure, but mori is decided before the match and before you know if it's necessary based on survivor playstyle. So it's more of a calculated gamble than a strategy.

    As for tunneling and camping, this thread is clearly about toxic uses of the strategies, not fair play. But against good teams of survivors, it's typically safe to bet the killer is only hurting themselves by narrowing their focus so much. I don't feel it's necessary to defend the narrow scope in which either are fair game, because no one arguing logically would include those in this kind of venting.

  • As a killer main, sorry you're getting tunneled and camped. They're not even effective strategies, it's just a way for a salty killer to feel good about that one kill they wasted time for.

    On the flip side, I wish people would stop calling me a camper in endgame just because they trip my traps when I'm playing The Hag. Or because I followed their teammate 1/4th of the way across the map to a hook. It's both a real problem for bad killers to do and a scapegoat for salty survivors. It's like they believe unhooking is a sacred act that I should never interrupt.

  • It's meant to simulate the panic and pressure of fighting the spike as it tries to kill you. Skill checks don't convey the same frantic situation.

  • @fordragos said:

    You used NOED....honestly you deserved the teabagging.

    God forbid the killer do anything to make it harder on survivors. Should they just sit in the middle of the map when the gens are all done too?

  • The point I'll concede is that it's not my job to MAKE SURE my opponent has fun.

    It is NOT my job to do things that TAKE AWAY their fun though.

    If they are not enjoying the game, but I'm not doing anything to directly feed into that lack of enjoyment, than that's on them. It shouldn't be about me making a game fun for someone else, but my fun shouldn't rely on knowingly doing things that takes away the enjoyment either.

    Long story short, my job is to have fun in a fair manner. The rest is up to them.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595279#Comment_1595279

    Wow what a garbage attitude to have. It's a game and ranks mean nothing, if you can't play in a fun and interactive way then why are you playing at all.

    https://forum.deadbydaylight.com/en/discussion/comment/1595264#Comment_1595264

    Yeah, that second point is a good point--I can agree with that. It's just really ridiculous that someone can completely make it so that a person can't play a round from the start and it's really poor game design.

    It does suck that a killer can remove a player like that. But at least there is a trade-off. Less bloodpoints, lower chase emblem, and a lower chance at a good sacrifice emblem since they give the others opportunity to progress through generators quickly.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1594426#Comment_1594426

    I know what it mean, don't try to be patronizing because you think standing in one spot isn't completely destroying a match.

    Holding a game hostage means the game literally cannot progress. While a killer camps a hooked survivor, the others can burn through generators and get to endgame quicker. Even then, once the hooked person dies, the game moves on as usual anyway. It's a temporary annoyance. If the game required every survivor to escape to count as a win, then we'd have a problem.

    As for the poor sap being camped, that sucks, but it would be effectively the same as simply having a group that doesn't care about unhooking or having a teammate watch you die so they can escape with the hatch. Sometimes you're just stuck on a hook. Just because it's frustrating or boring doesn't mean it's game breaking.