Frosty
Frosty
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- Frosty
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I'm still in love with the mob mentality idea, I think that alone would make the Legion more appealing. Let's hope the devs can and do pull from this feed back of they go back and touch Legion.
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@Demogorgon84 said:
https://forum.deadbydaylight.com/en/discussion/comment/786890#Comment_786890
Ikr! If you’ve ever watched videos of youtubers playing against streamers, you will see small insignificant moments like going to patrol a gen, and in the streamers pov they’re hiding behind a tree with the best positioning and understanding of movement ever. It’s really surprising how much stuff killers can miss.
The tree evades are some of the most clutch ever. Sometimes she can pull off moving around the tree as required while the killer is near by or about to walk past.
Im all like "oh you're so dead" and just like you'd expect in a cartoon or something like that, she manages to use then player sized tree as cover while moving 180 degrees around as the killer comes to check that side.
It's really helped me while playing killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/97051/so-sick-of-tunneling
I had this issue last night, every single killer was tunneling hard. So I called up my SWF group, had everyone switch to their most aggressive builds, and we spent the next 8 hours forcing killers to Rage Quit. Good times.
Ya'll hard bodied yo
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@Demogorgon84 said:
Try using an immersion build (urban evasion, quick and quiet, iron will, distortion) either that or try not freaking out when a killer is nearby. Sometimes they come in your area and don’t know you’re there, but once you start running they know you’re there. Only run away from the killer if you KNOW for a FACT that they know your exact position. Also, you should never run if the killer isn’t chasing you. Running to a generator or just anywhere in general will leave scratch mark trails that will lead the killer to you. Hope this helps!
This is so true. I'll watch my gf play, and so many times you'd swear the killer saw her, but she just calmy crouch walks to the nearest nook or cover and stays still, more often then not the killer will waltz right on by. It actually opened my eyes to just how much I can be missing as a Killer.
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@Starbricks19 said:
Sorry but I can't understand this sentence: "We do not have voice chat in our game as we feel this would ruin the survivor experience. However, you are able to use certain gestures in order to communicatewith other players".
I really can't immagine anything bad for this game if a voice chat is implemented. I am main killer so not that big of a problem, but already on this forum I keep on reading that the overall experience of a solo surv is not that great.
Surely a voice chat will help to create a bare minium coordination among surv.
Let me know if you do agree that with a voice chat the experience will be ruined.
I agree with you. The people who want to use chat already do, the people who would like to could, the people that don't could mute everyone not worth listening to. Then, we, as killers, could start getting more accustomed to playing against coms.
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@Larisa said:
Oh so you are also a camper....
Only through the spring and summer months, fall around here is iffy because of random/horrible ice storms. and I don't have the gear to winter camp as of yet.
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@FrenziedRoach said:
Eh, if survivors can gen rush because the killer can't build pressure, then the Killer can kill rush if the survivors can't discourage it enough.
Seems fair to me
This is some grade A logic, well said.
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@Adeloo said:
What i don't get is why DS is still active on that following situation :
- Survivor A get hooked (Time : 0s)
- Survivor B get chased (Time : 20s)
- Survivor A get rescued (Time : 30s)
- Survivor B get hooked ( Time : 40s / A DS Time : 10s)
- Survivor A get chased again and get down (Time : 1m20sec / A DS Time : 50s)
- Killer get DS by Survivor A even tho they chased and hooked someone else during the DS timer of Survivor A
This situation is very frustrating, people act like it can't happen l, but with some of the plays being made, it's sometimes just given to a killer.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/784565#Comment_784565
It's a massively strong perk if works, but if it doesn't go off a wasted slot. If its paired with NoeD it's a incredibly risky and destructive combo, but being denied both perks is a expensive blow that most killers wont be able to come back from.
I've ran that combo, and even downing 3 by gates, you can usually only get two hooked at most. It seems way more powerful then it usually plays ou9t to be. I stopped running it because it let's ya down more often then it helps.
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@Liruliniel said:
Blood warden is also a thing. So 99 a gate and you can escape or you can save a friend from the hook. All in all just a nice way to deny a killer either a perk or time.
Yes this is quite the burn when it happens
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I agree, balancing the game around having 2 escape means that it's by design that the gens will be completed and the gates open. So usually, survivors expecting to escape will want to do so asap knowing the more time spent on the map, the more likely you are to die, enter the "gen rush"
This forces killers to play hard and fast because if they don't, they won't get the chases and hooks and gen regression needed to pip well. You can play and have a quick game, get 3k, and not pip. You can also play a very back and forth game with 2k and pip.
The games in a tough spot now, seeing as escaping is to put lightly, common, and to make it something to work for, becoming a rarity or hard earned reward, probably will be met with resistance. This is a horror themed, arcade style game of tag/hide and seek, and far from the genre of survival.
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I just like data
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/97987/punish-survivors-for-tunneling
A few things.
First, survivors have already been punished for unsafe rescues. And not just once or twice.
WGLF was nerfed so you don't get stacks for unsafe unhook.
The emblem system also heavily docks you for unsafe unhook, so you can actually receive zero points for altruism if your team as a whole (and not even you singly) has more unsafe unhooks than you have unhooks. You will even lose points even if you played perfectly, if there's some potato on your team who's trigger happy.
Not punishing enough? To rub salt In the wound you get less blood points in the scoring system as well for unsafe unhooks.
So let's not pretend that survivors aren't being punished for unsafe unhooks. Survivors have been nerfed quite a few times for it.
Second, if yiu really want to get to the root of tunneling, you know what causes tunneling in unsafe unhook? Yes that's right. It's the other part of dynamic duo: Killer Camping.
Killers make the choice to camp hooks, that's why tunneling happens.
So if you want to get to the source, survivors aren't exactly the only ones to blame. Maybe if the devs punished killers harder for camping something might happen.
Well maybe they aren't being punished enough, because unsafe hooks still happen across the board in all situations.
You must be a fairly good player, so you would have to know that not only have the devs said that camping is a legit strategy, they claim it should be counter productive to the killers game. So if camping works, who's really to blame?
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@xllxENIGMAxllx said:
Everyone look at tunnel like the killer is bad, when survivors are doing generators because they have DS that should be fixed. As long as you are touching a gen the DS shouldn't be active.
Absolutely. That is if we acknowledge that tunneling is a thing and DS is an anti tunnel. I'd be alright if no one complained about tunneling and DS was just a minute of "immunity" after being unhooked. Maybe a couple tweaks.
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@fluffymareep said:
Poor rescues do, actually, get punished. If someone is farming the team, they'll likely get hit and downed immediately or they'll have the recently hooked getting the aggro. Even if they have Borrowed, that means someone is closer to death and that person is closer to be out of the game (one less hand on gens/saves). Also if the person goes down, their emblems get hurt and they don't get the points for the safe saves.
I think the issue a lot of people have is (I would guess) that they're newer and don't know how to combat it or how to get out of the ranks to find a place that has more skilled killers.
You can't realistically punish either, really. Killers should be allowed the possibility. Survivors may have made an honest mistake.
They aren't going to punish farming, though, since sometimes it's needed. If the person is close to second stage and I farm them, it's needed. If the person goes down immediately, they technically did a "good" save. It could end up making honest plays/mistakes a troublesome thing due to the rules.
There shouldn't be a punishment on either side, just ways to counter and let the chips fall where they may
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/782139#Comment_782139
Often when I come back to the hook when someone has been saved is because the survivors don't give me enough time to find someone else so if I don't see anyone else why would I not go back to the hook? I know at least 2 survivors are there so I have a good chance to start a chase right away.
This is 100% true and usually leads to incidental tunneling. I'll head towards the hook but in a direction I think they may go to head then off. Sometimes it works great some times not so much. The first/closest/easiest to catch is the one getting chased
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/782139#Comment_782139
Interupting a heal is a smart move, whether you choose to go after the unhooked or the rescuer. Why should someone actively look around the map for a survivor when they already know where at least 2 survivors are? Point being...returning to the hook after an unhook isnt a bad idea at all.
As far as what can the survivor do? Get to a safer location before attempting a heal if the killer isnt far away or busy. Too many times, the reason someone goes down again is because they spend too much time in a dead zone. The rescuer can also choose to body block for their teammate if the killer IS targeting the unhooked survivor. It might suck to take a hit, but it is still an option for you.
This is my biggest thing. Finding people one of the most important aspects. Very rarely will I hang around a hook, as kicking gens needs to be done. If I only get a few seconds away and they get rescued,I'm pulling a U-turn and looking for survivors
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@[Deleted User] said:
Preach it! I've said it before, but no one listens to me.
Maybe one day they will, camping will always be a thing, but tunneling can be avoided with smart plays.
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@FriendlyGuy said:
I define "Tunneling" as "Intentionally going after the same survivor over and over, despite the other circumstances."
If there are better plays to be made, and they choose to throw the match to kill someone in particular, I can agree that would be annoying for the one being attacked. Although this gives the others ample time to complete objectives.
@KillermainBTWm8 said:
Thing is it's impossible to punish because there are a ton of scenarios :/
Good point, as it can go both ways. Only thing is currently only one side gets punished.
@arslaN said:
It's not survivors fault at all if the killer pretends that they are going away and then instantly comes back to down the survivor on the hook again.
It is 100% the survivors fault if the rescue is preformed with the killer still near-by. If I only get 3 seconds away with intent on checking a gen in the back 40, and a rescue happens, why should I keep trucking to away from the area where half of the survivors are, not to mention if there was a gen near that hook, I know they'll heal and start repairing with no pressure.
On the other hand, if you waited until the killer was a decent distance away, you'd have more then enough time to make a break for it and continue on tunnel free.
@thrawn3054 said:
Most unsafe rescues are an attempt to keep that person from being one hooked. If the killer refuses to leave the hook or soft camps the area you're left with two choices. Let them get one hooked. Or try to get them out as best you can. Sorry skippy, but the killer created that situation. Not the survivors.
https://forum.deadbydaylight.com/en/discussion/comment/781559#Comment_781559
Dude what? It's literally the only thing you should be doing when not in chase.
Do you know what, that plays into exactly what they want you to do. It's been said time and time again. If the hook is being camped, then leave them be. You may want to help the one guy cause you're nice like that, but you sewer the whole team when you let camping work. Most folk won't leave a hook if they know someone is in the area. You do no one any favors by saving that person.
@darktrix said:
1) Killer IS the bad guy -- they are out to murder people.
2) There is a difference between intentional hard tunneling and soft tunneling you described. Hard tunnelers mean all unhooks are unsafe.
I know they are the bad guy, that was an attempt at some humor. You make "hard tunneling" sound like camping.
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@bomb1720 said:
https://forum.deadbydaylight.com/en/discussion/comment/778706#Comment_778706
in the words of who ever sang, look at what you made me do. should have been your chosen words... nobody made you look at a post with the words camping and tunneling in the title...again. so boo-hoo to you ,lol😢😭
can somebody at least comment on my idea of prevention, as a lot of players hate it and killers can get the job done without.
Not only have the devs already taken notice, with perks like borrowed time, decisive strike, BBQ, make your choice and so on. They have punished being in proximity of a hooked individual by hitting emblem points directly.
There is no out right way to justify why tunneling should be actively punished, it's so hated because of how effective it is at turning the momentum of a game. Plain and simple you not liking dying first or too soon is no reason to give such powerful benifits.
Majority of the time is a thoughtless rescue that sewers you, if anything, we should punish survivors for risky saves. If that doesn't sound fair then the act of pursuing the most vulnerable will always be around.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/780232#Comment_780232
I mean, then you get BPs for the hit soo...
Yes, but I'd rather the sacrifice. Just one of them things that really grinds my gears. If a downed survivor couldn't crawl through for 5 seconds after being downed, I'd be happy
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I'd rather some sort of counter to survivors waiting on that threshold of escape, that won't leave until you hit them and they fall through to saftey
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It sounds very cool and definitely wouldn't alter the game for anyone but the user and maybe the killer with easier chases, which I'm not against. As well, a blood point bonus wouldn't be game breaking. Could go as far as getting a tokens for:
2 max for safe rescue
2 max for complete generator progression
1 max for opening a gate
Each token is 20% total blood point bonus for a max of 100% bonus.
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In the eternal words of Justin timberlake, cry me a river.
These threads are getting pretty old and very repetitive. Scrolled through one and you've scrolled through them all.
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@Blackowt_9120 said:
https://forum.deadbydaylight.com/en/discussion/comment/775926#Comment_775926
wraith and huntress are original characters. You honestly think Davy Jones would be cooler than the eater of worlds and face of the deadlights?
Yes, the are original, but we're just normal folk without a horror back ground either.
Maybe if he actually ate the world and literally didn't crumple when people belittled him.
A pirate, maybe not necessarily Dave Jones, would be cooler then a second clown. Way more potential.
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You know what you've done ;)
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@Spirit_Hag said:
https://forum.deadbydaylight.com/en/discussion/comment/776822#Comment_776822
lol that just opens up a rabbit hole of doom for everyone and makes perks a lot less viable and the grind/reward for playing goes down. One of the top counters to bbq is just hiding in a locker for 5 secs before a person gets hooked. If no locker is around, next best thing is try hiding behind a gen
It wasn't well received to say the least, eventually came up with a pretty fair and cool hex perk version. It's over in feed back called "survivours ability to take a multitude of hits"
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@Mister_xD said:
bad latency and a weird looking hitbox (on the survivors side) caused this issue.
the hatchet's hitbox is formed like a ball, while yours is like a pill in the middle of your body - while standing.
however, while running the survivors body is bend forwards, though the hitbox remains the same - so it sticks ou of your back a little. the hatchets hitbox, which is larger than the hatchet - due to it being formed like a ball - hit this part of your hitbox and therefore counted as a hit. now add bad latency into the mix and it looked very weird for you.
the thing is, due to how the survivor hitbox works, the hatchet hitbox needs to be shaped the way it currently is. the devs once tried "fixing" the hitbox by making the hatchet hitbox having the exact same size as the hatchet itself, however, due to the animations not matching with the hitbox, huntresses would now consistently throw through survivors bodies while they were running, cause the two hitboxes didnt collide, even though the two playmodels did.
this lead to them getting rid of that change very fast again and keeping the old system.
so in order to fix the huntress hitbox, the devs would need to change the survivors hitbox to match the exact size of the playmodel. this would not only be a ton of work, but even more important, it would greatly reduce your ability to run loops, as you would not be able to hug walls as efficiently as now. on top of that, you would get stuck on many more things, thanks to your now present arm hitboxes.
you see, hitboxes are a difficult thing.
in order to fix this, they would need to go back into the core design of their game and change that, which would lead to other, probaply even bigger issues.
This is plagiarism at its finest.
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@Spirit_Hag said:
i disagree as it would punish the people who only use it for the aura reading.
each survivor has to be hooked 3 times to kill everyone. Thats 12 hooks. You want the limit of a perk to only work 4 out of twelve times? Really doesnt seem like a good idea. If we are gonna go there, lets limit the amout of times a survivor can heal themselves with self care lol
Let's go there :p I had a thread not to long ago essentially about that being a limit to how many times a survivor could be healed to full health.
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@Centrum said:
He's basically a worse Freddy. I like Freddy, don't get me wrong. But...
Demogorgon can only teleport to his tunnels from on top of a tunnel. This would be like if Freddy could only teleport to a generator from another generator.
His power, at best, is basically useless, and at worse, a time waster!
The fact that Demo needs to find/make a tunnel to teleport runs counter to the concept of teleporting! Teleporting is supposed to save time but it takes time to make/walk to a tunnel. This means, at best, you break even using Gorgon's tunnels; you don't gain or lose time. Which means his power is a wash. It may as well not exist.
Honestly, the only change I think he needs is being able to teleport to his placed tunnels from anywhere. Maybe give them a MINIMUM distance; he can't teleport to a tunnel if he's within <x> yards of it, so it does not gain chase-capability that it does not have right now.
I thought it was kinda lame at first to, but once you get a hang of planning portals, it can be quite rewarding. I found that 3 gen is a good use of good portals, in order to not have them wasted in what will become a dead part of the map. Also using one as bait, placing it in a spot of interest and activating it, while placing another hidden and inactive near by to travel to when the first one falls.
Now if you could take survivors work you through the portals, that would be a game changer.
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@ohheyitsbobcat said:
Depends really. The better the huntress the more powerful that addon combo becomes.
If it's a bad huntress then it's worth concern but not too bad.
If it's a great huntress then it's normally overkill by a lot.
Most people seem to dc against it so even if it's a bad huntress people are gone and you have little chance.
I've only seen it once in a few hundred hours and the person was awful so I don't really have any complaints about it personally.
Hahaha that was probably me... Huntress on ps4 ain't very easy
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@Creepingcam1070 said:
https://forum.deadbydaylight.com/en/discussion/comment/776360#Comment_776360
Unique in terms of being the first to create this type of game.
If that is true then yes, I won't pretend to know though. However it was the first I'd seen a game like this.
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It was free and unique (to a degree)
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To make it a true and solely anti-tunnel perk (even though I don't think "tunneling" is a legit thing to be upset about) it should only activate when a rescue is preformed with the killer being a certian, constant, distance from the hook. It could then remain active indefinetly until..
- The survivor: Enters a locker, begins repairs on a gen, preforms a rescue, heals or gets healed, the survivor gets out side of the same radius required to activate(negating discrepancies between large and small TR killers) begins opening the gates, or is within a certian distance of an open gate.
- The killer: enters a chase with a different survivor or kicks a gen.
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@UlvenDagoth said:
Chasing one dude the whole time and following them... and not realizing I had a MASSIVE red light coming out of my face.
Not realizing the red stain showed up through walls and such and always wondering how they knew which way I'd be going
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I think everyone could agree that monstrous shrine is in the running for most unused perk going. They could increase the existing values, or even make the rescue time longer
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@Gesteppie said:
https://forum.deadbydaylight.com/en/discussion/comment/774176#Comment_774176
Or maybe something that made peoples "hearts" vulnerable when they were too close to chests, like becoming exposed after opening chests or something XD
I think that would make for a great perk of his.
Blundered plunder- sometimes chasing booty can cost more then it's worth.
After succeeding in searching a chest, survivor gains the exposed status Effect for 20/25/30 seconds
@Blackowt_9120 said:
He isn’t a horror character though, and his ‘power’ has more to do with the ocean, of which he dies without and which the entity’s realm doesn’t have. I would rather see pinhead, pumpkinhead, chucky, the thing, the alchemist, a vampire, a werewolf, the saboteur, pennywise, the firefly family, or some other horror franchise or original characters. Been a while since we’ve had an original
Neither was the Wraith or Huntress until unfortunate life circumstances changed them forever. He also can carry the ocean with him in a vile, because he does make plans fall in the movies. This was just a cool idea tossed out there, one which would be waaaaay cooler then pennywise,not to mention I think Davy Jones is public domain unless they did copy the "pirates of the Caribbean" version and brought Jack sparrow in as a survivor.
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Sounds like there are way to many variables that would end up in play.
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Solid snake
or
forest gump
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Never
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I agree that gens will fly by without ruin, but just play towards that. Win that first chase and get that hook, this now takes two off gens assuming someone will rescue. And focus on the gens that are close together when applying pressure, don't let them have the last few gens all spread around or you hooped.
Run builds you find fun, and make It work.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/773895#Comment_773895
I mean, don't be offended if i take everything you say with a grain of salt. You seem very heavily survivor biased.
Survivors were genrushing even before the healing "nerf" and healing with med kits just got buffed. This whole thread is a suggestion based on what he sees. Is it going in the game? Prolly not if we are gonna be real, but there's not reason to just come in here and say it's a terrible idea with no real reasons. Please, if you disagree, give more reasons. Maybe then I would even agree with you.
Right, I expect people to not agree, and realistically I don't expect to see this actually to become a part of the game, unless people everywhere started demanding it be implemented, which would be awesome but highly unlikely.
I just enjoy this game and it's uniqueness with how it is 100% player driven and how to a degree the devs will check in to see what's hot and what's not. I like getting conversations going that have constructive dialog over issues or potential improvements.
Granted I play killer 95% of the time so most if not everything I have to say is from that side of the fence, but I am aware that a balance must be kept and give and take is involved. Like you said, if some well formed rebuttals were produced, I may even change my mind seeing as I'm relatively oblivious to the game to game dealing of survivors.
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For real, like how lame.
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I've thought of this too. He could have a perk that traps chests, or a old time pistol that was only effective at close range and was wildy inaccurate at distance and would be one ######### with a decent reload time. Just thoughts I had once
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@Mochan said:
Terrible idea.
Remember when killers were complaining about healing, so they nerfed healing across the board.
Then survivors started genrushing. And killers are 1000% unhappier now than when survivors were just healing.
Be careful what you wish for.
I wasn't a fan of the old healing and I like the nurfs it got. Sometimes the gen rush can get out of hand but I play towards it anyways, assuming most if not all the gens will get done, this doesn't bother me very much at all.
What does bother me however is a survivor being able to heal indefinitely, regardless of the amount of damage taken throughout the match. Heck, I'd even be happy if healing speed regressed with each health state healed or something along the lines or if there was a perk i could run to aid in this.
Long story short anything that could happen infinitly can be abused. How do you think this idea could turn into a "be careful what you wish for situation"? more DC's?
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@[Deleted User] said:
I have had games like this and can understand where you are coming from but i dont think that its well fair for say for the killer to be able to play defensive while draining and exausting survivors from their health state. To prevent this you can use tracking perks to know where they keep going but you want to commit to chase asap because running back and forth patrolling wirh only delay the inevitable. I do believe that base % initial bonus regression should be a thing tho
A bit of a buff to regression would be welcome for sure. And I do run tracking perks, one of my default builds is sloppy, blood hound, and predator as I've found that being able to track and stay on survivors helps my game a lot.
Also, I don't think that if a broken status was applied after 10 hits, it would allow the killer to capitalize on a defensive game, that would require 40 hits to apply it to a team, but this thought seems to be what majority of responders think so this is a compromise.
Hex: heavy hitter
This perk requires 3 tokens to activate. Each successful strike landed gains a token and a hook/mori spends 3. While this perk is active, injured survivors suffer from the broken status effect until the tokens are spent or totem is cleansed
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@pernil said:
https://forum.deadbydaylight.com/en/discussion/comment/773288#Comment_773288
yeah cause thats not what happened to self care
Kind of being sarcastic but also some what serious. I know it'll never happen, but all these perks means that some will inevitably be useless compared to others. If there was no such thing as game changing perks, and the only ones that existed helped you play your style and just gave small advantages, it could go a long way in the over all balancing act.
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Most people say that you can just use head phones and track survivors, ez no skill.
A) doesn't that apply to all killers?
B) some people, including myself have hearing impairment so audio-location is not a thing.
Off topic I'd love a perk or killer that gave visual ques to sound direction. Being deaf in the left ear, Everything sounds like it's coming from the right. Everything.
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I for one love the idea. Let's take the perks that are over used and just throw them out the window...
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/773141#Comment_773141
I'd do ruin+DH+ Haunted ground+ lullaby (Or Thrill)
just for giggles
Yes indeed for giggles. I'd try lulaby, Devour, thrill, and haunted with my Boi the demo and portal my totems. Looks like the hag is getting some play time cause that build sounds fairly fun.