Hyd
Hyd
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3206412#Comment_3206412
They have yet to make a killer sided patch. If the game was killer sided, killer mains across the board would be saying stuff is unfair. Killer hasn't broke even with the survivors yet. We're still playing catch-up. Saying that taking away pallet vacuums, taking away infinites, and adding in entity blocker were "survivor nerfs" makes it sound like they were done arbitrarily, or because killer mains complained. No, they were done as necessary qol changes so that the game's life cycle could continue. Who wants to play a game with infinites, or where a survivor can keep you at a single strong window for 2 minutes, or where your actions are slow and clunky but the survivors' are fast in a janky-looking way? Nobody. That's why I'm tired of people phrasing it like that.
Eh, you might say that but at least for me, killer queues are long for a reason, and the constant 100% bonus bp on survivors is active all the time for a reason too.
I'm an average player, I don't aim to sweat it out for a win in either of my survivor or killer games, I play for fun. Ever since that one big patch a couple months back or so, I rarely escape. I can't run fun perks, I have to run meta perks to have a chance, and even then I have to work a lot harder to get things done. The first 2 gens are fine, but after that it becomes significantly harder. On the killer side however, I've noticed I can slack off and play for fun far more easily than before and still secure a 3-4k. I often let people go because to be nice, but now I do it just because I feel bad.
But that's just my experience.
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I dunno about incentivising it with more points. That might work for some players that don't know any better but the worst offenders seem to be the ones that have been around a while and are bored of the usual play style, thus resorting to camping and tunneling because it's "fun" and they don't care. Played against a 6k hours Nurse the other day that facecamped at 4 gens left.
The only way to reduce camping and tunneling is to make these strategies unfun and unfeasible. Massive point reductions for every second spent doing this, along with visual indicators and effects (i.e. literally give the killer increasing tunnel vision until their screen is blacked out and they pull off).
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My experience with the MMR system is pretty good imo. Early on it was definitely a little rough - I had a night where I played about 15 games as survivor and 11 of them were myself and fellow survivors getting stomped. After some more time had passed though, and more games played to feed more data to the system, I have noticed that my games consistently alternate between challenging, and less challenging. In other words, if I dominate a game, the next game pretty consistently tends to be harder than the last, and if I get stomped, then the next game tends to be easier. I've reached this sort of alternating plateau that's been pretty easy to predict to the point where, on killer, I can reliably decide on a good time to bring a Mori if I wanna be pretty sure I can get use out of it.
Just me though I guess.
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MMR can't really account for when players decide to play seriously or not. Maybe I sweat it out for 1-2 hours, I reach a given higher rank, but I'm mentally tapped out by then and decide to just focus on completing a challenge instead of kills/escapes. So yeah I'm up there in the ranks, but I'm taking a breather. That applies to playing as survivor or killer.
Now, maybe if DbD had a real ranked mode (with worthwhile incentives)...
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DH has 100% become the most annoying perk for me when playing Killer. Played a game the other day where all 4 survivors had DH. Holy hell...the number of second chances they had... Having to be on their ass before swinging is one thing, I can deal with that, but if they don't take the bait, and you swing, hit validation gives them a massive window to pop DH and escape anyway. Then you catch up, finally ready to end them, and what happens? They throw down a pallet as you smack them and hit validation once again gives them another chance. By this point in time gens are getting popped, healthy survivors are coming in to take hits, now DH is back up again, like... I'm a casual gamer, i don't get tilted or rage at anything, but that game...that one tested me. It was exhausting putting in so much effort at loops, mindgaming, chasing, etc...just to see the survivor get away time and time again.
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@ItzPixelYT said:
It's really bad. I'm rank 1 and all i'm getting now is rank 13-20s running NOED.
Seems like the Killer MMR just looks based off of Kills and nothing else. Rank 20 Ghostface literally DC'd because he couldn't win against 3 red ranks and a green.
If you're making skillbased matchmaking you can't use NOED as a deciding factors. Killers will have got kills from it at lower ranks but it's obvious why they don't reach higher and that's because they can't do anything else.
The emblems are still broken. Chases don't even get recognized sometimes.
Just remove Ranks completely out of the game, it's a old dumb mechanic that only annoys people and makes people leave the game. I don't even want to grind from rank 20 -1 every month just for a little reward. I'll take the stressless play not worrying about a depip from escaping because you can't do enough in the game to earn enough points with the emblems being bugged on top of that.
Then play a game where you feel like you do nothing and earn a double pip.
Wish i could just focus on leveling my characters and not worry about a stupid pip system that has been bugged for almost a year...but hey RANK 1 lose 1 pip, Rank 2! Then back and forth none stop is such a fun thing to worry about.
First of all, the new matchmaking is only partly being tested, it's not fully implemented (according to a mod in another post) so, yeah, it's not gonna work correctly. They are testing behind the scenes stuff and collecting data. Keep waiting for the full implementation at a later time.
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Putting a cap on the time spent looking for an equal match is pretty standard. You don't want a player waiting too long, but at the same time don't want to match them against a super low rank - it's a delicate balance that usually doesn't satisfy everyone but does the best it can with the available players in a given pool of ranks.
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@Mandy said:
@bluedusef you should get survivors matched to your skill level as each killer has their own MMR score - obviously as you do have game knowledge you shouldn't get brand new survivors though.
That's good to hear. This was something I was wondering about too. Switching to a new killer you're unfamiliar and perkless with can sometimes be a pain when your rank is higher and getting matched against high ranks.
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Oh boy, tunneling and camping is considered "cheating" now?? LOL, wow. I have no advice for you if that's truly your belief (other than, move on to another game).
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@Huge_Bush said:
Just implement skill checks like Pyramid Heads cages. Boom, fixed. I don't know why the devs are so scared to change aspects of the core game. Is the code so bad that if they implement new functionality that it will cause the servers to explode?
I think it is that bad. I've read some horror stories about how this game was developed.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2011654#Comment_2011654
First no enduring legion? Lol
I usually plan on baiting a pallet throw, popping FF and vaulting to break it. 😄
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It's all part of the strategy, man. They may have been a weak pig in your opinion, but they ultimately made the right call leaving you be and going for the weaker team mates. So what if they tunneled them? Again, it's all part of the strategy, and in this case, a good one that gave them a 4k.
You did your job well, but the real problem here, I think, is that you had some lesser skilled team mates that didn't do theirs.
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Currently running Ruin + Undying + Thanatophobia + BBQ and it's a damn dirty build on its own but throw on Iridescent Button + any other preferred add-on and now you're really rockin. Sometimes I swap BBQ for Discordance as well, and/or swap out Undying for for Surge.
Overall this build gives you a lot of info and ability to keep the survivors working hard for very little gain.
First, Iridescent Button: This is gonna worry and confuse the survivors the entirety of the match with your map-wide terror radius. Feral Frenzy already gives you a loop advantage but on top of this, you're gonna destroy every pallet you vault, shutting down that loop forever.
Thanatophobia: Everyone being good and injured as Legion is so good at doing is gonna make them work harder to mend, harder to cleanse, harder to repair, etc... This helps protect your totems a bit too by giving you more time to get over and stop a cleanse, or chase people off gens and allow Ruin to work its magic.
BBQ: Obviously, information is king. Hook someone, get a glimpse at where everyone else is, allowing you to protect a gen, your totems, and of course make more people bleed.
It's not foolproof obviously. Top skill players expect bbq and can counter it. Most players will also remember to test for Ruin as soon as they get on a gen, and if it's there, they'll hunt for totems. So, this build potentially can leave you with just 1 beneficial perk, which is why i sometimes swap in Surge and/or Discordance.
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Been saying this for the longest time lol.
Killer's job is to kill. Survivor's job is to avoid detection, and if detected, win the chase. Whatever strategies, perk loadouts, etc either side uses to help them do that job is fair game. Plain and simple.
Tunneling/Camping/Slugging? Fair. Does it suck to be on the receiving end of it. Yeah, but it's still fair. Do better to not get caught next time.
Gen rush/god loops/OP perk loadouts/SWF? Fair. Sucks to be on the receiving end, but you still need to accept it, learn from it, and move on.
Stop caring about wins and losses, learn to appreciate and be content with the little successes, and most importantly, stop caring about how other people play. You'll soon find this game can be enjoyable 100% of the time with this mindset and you'll feel sorry for all the people bitching on the forums day after day about everything a killer or survivor does being toxic. Get over it or uninstall.
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Had a recent game where, as Legion, I'd only killed 1 survivor by the time the rest got down to just 1 gen left and for whatever reason, they all decided to hide in lockers. This was on the school map too so it was a huge pain in the ass running around searching for them. I did eventually get them all though. The last one I pretended to be friendly with by letting them open the gate, but ultimately killed them for wasting my time lol.
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Chill. 100% play for fun and not give a ######### about how others play. It's the only way to truly enjoy this game, ALL THE TIME, and not just this game, but this mindset is beneficial for everyday life as well. Stress is a literal killer. So if what you're doing, or how you're reacting results in stress, you should strive to make changes to lessen it. Change the game, and/or your mindset. Read up on emotional intelligence.
I learned a long time ago that raging over a video game (or anything in life) doesn't provide any sort of benefit to me. It's not worth my time or energy to react in ways that provide no benefit. So I can play a toxic as hell game like this and not care one bit about the result or the #########-talking and salty tears that flow my way. It's all dust in the wind for me. Meanwhile, weekly without fail at least 1 or 2 people spam me with hatemail complaining about something I did (or something they think I did), and I simultaneously laugh and feel bad for them having felt it worth their time to write out multiple long messages about something so insignificant but also something that they'll probably lose sleep over, lol.
As for DbD, I could care less about wins or losses. I am perfectly content with little successes:
- as survivor, repairing some gens, getting a save, a good loop or two
- as killer, making everyone bleed, get a hook or two, maybe a kill
That's all I need for my fun and enjoyment.
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There is definitely a steep learning curve. I recently passed 120 hours in this game and am still learning what does what. I figure I have about another 100 hours to go before I finally start to memorize perks/debuffs/etc by their icon alone, but I've heard multiple times, in a non-joking way, that you don't really start to know this game until you've got 500+ hours in it, and I believe it lol.
What would be nice is to have is bots in custom games for console, so new players can dabble at their own pace with all the perks, all the powers, learn the general gameplay mechanics, etc. I'm sure it would be hilariously bad vs a bot killer because mindgaming is a big part of the strategy for chasing and downing survivors, but programming that into killer/survivor ai is probably a nearly impossible task. So, facing a bot killer would likely not be all that helpful for learning how to counter that killer, but you could at least still explore the maps, and learn about your own perks a bit and how they work. Alternately, facing survivor bots is probably the same scenario, it won't help you to face s-tier loopers but you can still practice with your powers and perks.
If your friends can stick it out for a good week or two of playing, you'll get passed that initial steep introductory learning curve and things will level out a bit as you can quickly master the basics and not get rocked too hard at the low ranks. Read all the perks as you get them, multiple times, and think about whatever your current weaknesses are, then try and equip perks that bolster those weaknesses. For example, I'm a terrible looper and ontop of that, have yet to memorize where the so-called "god loops" are (maybe in another 200+ hours I will), so I occasionally run Windows of Opportunity (Kate perk) which lights up all the pallets and windows and such within a certain distance from you. Super helpful to me. Run perks that bolster your weaknesses.
Another helpful tip for learning the game and strategies - don't exclusively play survivor or killer, play both, otherwise, you're handicapping your knowledge and skill by only playing one side. The best way to know how to play against a given Killer, is to play that killer yourself. Very quickly you'll figure out what's required to chase well and/or secure kills with that Killer, and you can then take that knowledge with you to be utilized against that killer the next time you face them on survivor. Legion is a great example here because as you mentioned, some people just don't know about the mending or his hit-and-run tactics. They spend the whole game being confused about why they're always being found by Killer Instinct because they simply don't know about it or how it works. So, definitely play a variety of killers over time.
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I mean...look, getting tunneled sucks, but, strategically, in some situations, it can be the best option. The killer has a job to do, to kill you, and yours is to not get caught. However those goals are achieved is fair game. This is a multiplayer game with winners and losers so, one side's "fun" and "enjoyment" is almost always going to come at the cost of the other side's, in some form.
I can't count the number of times I've let certain survivors go - ones I had the opportunity to tunnel and possibly eliminate early in the game - only to have them be the most problematic S-tier hero of the team later in the trial. Removing any 1 player early in the game is a serious blow to the survivor's chances of escape, but if you're lucky enough to nab the hero of the team, that's even better.
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@BalloonKnot91 said:
https://forum.deadbydaylight.com/en/discussion/comment/1970952#Comment_1970952
See, I would tend to disagree with that. If you're an avid fan of horror movies/the horror genre in general, killers have always stalked their prey and left them to die. They don't just hang out there, staring at you and continuously hit your body. Often times I'm playing the game to complete challenges, I don't even care if I escape. The game is far less enjoyable when the killers camp and usually makes for a short game that could have been stretched out further. It has nothing to do with "doing better". If that were the case the killers would "do better" and go around killing people and damaging gens rather than standing around like a spare prick at a wedding.
Your goal may not be to escape, but you do indeed have a goal, which will be disrupted if you're caught by the killer and camped/tunneled/slugged/etc. So yeah, "doing better" to not get caught next time still applies. I know I'm oversimplifying here because not getting caught depends on so many things beyond you, like the killer you're facing, their power, their perks, etc. That's all stuff you can't control and sometimes can't fight against (very well) if you're not already running an ideal setup for that killer, that map, for some specific encounter... But, that too is just something you have to accept and move on from. Rotate your camera more, leave that gen sooner when you hear heartbeats, don't sprint everywhere leaving your scratchmarks, etc...that's all stuff you can control and aim to improve at to avoid getting caught the next time.
You are right that killers could also "do better" (which, in this case means playing a certain way that you want them to play) but you have to remember that killers have their own goals too, and their strategies and behavior in-game may be the result of them trying to achieve or complete a certain goal. Just because this is a horror-style game doesn't mean we all have to roleplay our characters to mirror how they behave in movies. If that's really what you want, then I can come up with plenty of survivor-side strategies and behaviors that need to change to be more accurate as well.
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@JesterClown said:
Ps this isnt to bash BHVR or anything, its impossible to make a game based on grinding it out and pvp be scary imo
Eh, definitely not impossible. There is plenty that could be done to up the fear-factor if they wanted but, the game is 4 years old, so, that kind of drastic change isn't gonna happen.
As far as the new Killer goes, I'm not mad but I am disappointed. No, DbD isn't really a "scary" game, so not every killer needs to fit that bill but this new one doesn't even try. So many other great original ideas they could have gone with that get posted here every day. Oh well, it is what it is.
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I wrote in-depth about abilities, perks, etc for a licensed Killer from Doctor Who, The Angel, that utilizes this kind of concept. Check it out below:
@Hyd said:
https://us.v-cdn.net/6030815/uploads/319BUP7ULA3H/a-weeping-angel-in-blink-e1366230985838.jpg
Background:
I'll just give a brief overview as it will relate to DBD, but full details on this character as it's known in the show can be found here: https://en.wikipedia.org/wiki/Weeping_Angel
The Angel takes the form of an angelic stone statue covering their eyes while observed by someone (as if crying/weeping) and appears frightening like a vampire when attacking someone (see above pic). Weeping Angels can't move when being observed by someone but as soon as they are not being observed, they can move incredibly fast, almost as if teleporting. If they are allowed to touch/attack someone, they can send them back in time. They do this because they require a special energy to sustain themselves, and this energy is left behind by someone who gets sent back in time. Absorbing this Temporal Energy powers additional abilities outlined below. Angels don't merely exist in their physical form - because they are quantum beings, any visual representation of them can be manipulated to their advantage (i.e. a picture, a video, and even a mental image in someone's mind can come to life as a fully-powered Angel). Angels can also manipulate electronics to an extent, such as turning off lights in a room so a victim can't see them.
Movement Mechanics:
When the angel is being observed, they turn to stone and cannot move, but when unobserved, they appear normally (i.e. they lose the stone look) and can nearly teleport around at great speed, at all times covering their eyes, appearing as a very fast moving blur. This will be a completely new mechanic for the game so, how will it work? What does it mean to be "observed?" And how fast of movement are we talking here?
- Observed and Unobserved states: The Angel is considered to be Observed if any survivor is within physical line-of-sight of The Angel, AND, The Angel is within the survivor's camera view. The Angel is considered Unobserved if either of those qualifications is not met (additionally, the Survivor cannot being reparing/cleansing/healing/etc, as one cannot focus on doing those actions and also simultaneously keep an eye on The Angel). There is a distance limit as well, but it is quite generous. So, for example, if a Survivor is hiding behind something and using the camera to look around a corner or over some obstacle, The Angel will not be frozen because the Survivor doesn't have a physical line-of-sight on them.
Note: If this sounds like it can easily be exploited by just designating a Survivor to stare at The Angel and do nothing else the entire game, The Angel will have additional passive abilities to discourage this (see "Passive Abilities" section further down).
- Movement: While Unobserved, The Angel will have an impressive 10 m/s movement speed, greater than The Blight while rushing, and appears as a flickering, distorted blur. While Observed, The Angel turns to stone and cannot move at all.
Passive Abilities (some of these may end up better as perks, but for now...):
As this is not a typical Killer, The Angel will require some special passive abilities to level the playing field and bolster what would appear to be her primary weakness.
- Stone Sight: The aura of any Survivor currently observing The Angel is revealed to The Angel for the duration and continues for 1.5 seconds after they stop observing.
- In Your Mind's Eye: Staring at The Angel for too long begins to form a powerful mental image of The Angel in the Survivor's mind, which gradually manifests as a physical Angel clone within 5m nearby ALL Survivors that are observing The Angel. The Angel clone takes 6 seconds of observing by a Survivor to fully form, and when complete, The Angel can choose to instantly inhabit and take control of any clone, leaving a husk of itself as a clone where it stood. Any clones not controlled by the The Angel will notify The Angel when a Survivor looks at them, and reveal their aura for as long as they look. If not controlled by The Angel, clones will crumble to dust after 45 seconds. Alternately, The Angel can choose NOT to control a clone, and instead let out a bellowing shreak that emanates from the clones as well, causing any observing Survivor to look down in fear, giving The Angel a chance to escape.
Note: The 6-second observe time to form a clone does not need to be uninterrupted observation. If a Survivor looks away for a period of 4 seconds, the observe time will reset to 0, but if they look again before 4 seconds have passed, the observe time will continue to accumulate. This should hopefully counter any Survivor exploit intended to hold The Angel in-place without making any clones, either solo or with a coordinated team. As an additional defense against exploitation from Survivors who think they can escape by looking away and then looking again over and over very quickly, so as not to build up the observe time too quickly but still hold The Angel in-place, each action of looking away and then looking instantly adds 1 second to the observe time, so it becomes better to just keep looking and let the clone form or just run away.
- Stone Cold: The Angel does not have a heartbeat, and thus has a very small Terror Radius but can be heard moving about from a decent distance (sounds like a bunch of stones and pebbles being ground against each other) .
- Lights Out: Downed Survivors are terrified with fear and cannot bear to look at The Angel in order to stop her from picking them up or carrying them. They may still wiggle free though.
Power:
The core power of The Angel (and Weeping Angel in Dr. Who) is sending people back in time, so I'd somehow like to come up with a version of this that works in-game - how to implement such a power?
- Touched by an Angel: A 3-tier power which enables The Angel to send someone back in time with a successful Power Attack hit. Each tier is achieved by building up your Temporal Energy, which is done by successfully hitting players with the Basic Attack. The Angel begins in Tier 0, the default state with no accumulation of Temporal Energy, and a Power Attack here has no special properties, but it only requires 1 hit's worth of energy to get to Tier 1 and start sending people back in time. Upon being Power attacked, the Survivor is sent back in time by 5/10/15 seconds. Once Tier 3 is achieved, there will be a 60 second regression on the power before resetting to Tier 0.
Power Details (what does it mean to be "sent back in time?"):
There is some give and take here with this power in that it can benefit the Survivor in some cases, and benefit The Angel in others. Being sent back in time will do several things, including:
- An instant physical re-position of the Survivor to where they were X seconds ago
- A restoration of any status effects the Survivor had X seconds ago
- A reset of progress made on repairs, healing, etc to wherever it was X seconds ago (including completed generators and totems)
- A reset of any breakables if they were not broken X seconds ago
Some example scenarios:
- (Assume Tier 1) The Angel comes upon a Survivor repairing a generator and whacks them immediately, the generator was at 50%. Since the Survivor was repairing the gen 5 seconds ago, they aren't physically re-located, but the generator reverts back to whatever progress had been made at that point.
- (Assume Tier 2) The Angel uses a Basic Attack on a full health Survivor, injuring them, then follows up with a Power Attack. The Survivor is physically re-located to where they were 10 seconds ago, AND, since they weren't injured then, they are back at full health status.
- (Assume Tier 3) (This is one of the more interesting scenarios imo) A hooked Survivor is pulled off the hook by a team mate. After a brief chase (less than 15 seconds), The Angel catches up and whacks them with a Power Attack, sending them back (you guessed it) on the hook, with the hook progress being whatever it was at the time. (keep in mind that because this is Tier 3, The Angel only has this Tier for 60 seconds, so, pulling this off should be pretty hard considering everything else The Angel would have to deal with).
Perks:
- Blind Obsession: Survivors that enjoy looking at The Angel a little too much will eventually become blinded by the sight of one. After 5/4/3 Angel clones are created by a given Survivor, the next time that Survivor sets eyes on The Angel, an Angel clone will take only 2 seconds to manifest, and if The Angel takes control of it, the Survivor is completely blinded for 2 seconds and cannot freeze The Angel. The clone count for that Survivor resets after The Angel utilizes this perk.
- Voices of the Dead: The consciousness and image of any Survivor that is sacrificed (or killed by other means) becomes available to The Angel as an apparition to use for their own purpose. 1/2/3 apparitions (for each dead Survivor) can be placed around the map like traps that will scream when another Survivor comes too close to them, revealing the aura of the Survivor. Apparitions can be destroyed without alerting them if a Survivor crouches over to disable them.
- Temporal Shift: While The Angel is frozen in-place by a Survivor with Tier 3-worth of Temporal Energy, complete 4/3/2 Great Skill Checks immediately one-after-another in order to send the observing Survivor(s) back in time by 4/6/8 seconds. Succeeding all Skill Checks consumes 1.5/1/0.5 Tier's-worth of Temporal Energy. Failing a skill check will consume 2.5/2/1.5 Tier's-worth of Temporal Energy.
Mori Offering:
- Kiss of Death: The Angel stands over the Survivor who is face down, grabbing the back of their head with one hand, and violently gouging out their eyes with the other hand. The Angel then flips them over for a kiss, completely absorbing their Temporal Energy, turning them to stone and then bursting them into dust with a crushing stomp.
One final thing...
Quantum Realm: The Angel's own "timey-wimey-wibbly-wobbly" realm (similar to Spirit, Freddy, etc)
This could probably be utilized for a number of things, and initially I didn't think it'd be necessary until I got to the very end of this post and thought to myself, "Wait, if Survivors can freeze The Angel, how will the act of carrying a Survivor over to a hook work if other Survivors are watching?" My only way out of that predicament was to include a Quantum Realm for this Killer where The Angel can be safe from being frozen while carrying a Survivor. There may be better alternatives than this (for example, we could implement something similar to Pyramid Head's cage mechanic) but this is what I've come up with so far hehe.
Conclusion:
Obviously, any of what I've come up with - the abilities themselves, any of the numbers I've set for things, etc - is all just a starting point and up for alteration for whatever reason (i.e. too OP, not powerful enough, etc). It's really hard to know just how something will play and how fair or unfair it might be just simply listing these things out as text, so, I tried my best!
I think this Killer would be pretty frickin cool and different from anything else. Actually, there are lots of characters from Dr. Who that would make great and interesting Killers in DBD ("The Silence" comes to mind...).
Any feedback is appreciated!
EDITS:
12/1/2020: Added Quantum Shift ability as an additional perk or passive to consider
Quantum Shift: The first time any Survivor looks at The Angel, The Angel will immediately be presented with a very difficult skill check. If The Angel succeeds, they will automatically teleport to within 5m of the Survivor. 45s cooldown. (Note: Due to the Stone Sight passive ability and how quickly this teleport will occur, The Angel will likely have the full 1.5s leftover aura reveal on that Survivor) -
@AChaoticKiller said:
The new survivor is a singer or whatever right? that means they probably have a good voice that can handle high notes.
So what are her screams going to sound like? Cause we better not get an Elodie 2.0 scream my ears had enough torture from that.
If she doesn't belt out a super vibrato operatic scream when hooked, I will be disappointed.
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@Deadeye said:
Pretty sure there are too many players out there that should not be red ranks. No blaming, it is just the bad matchmaking. I also face people crouch behind rocks after I hit someone nearby with Feral Frenzy, for example. Some pretty basic mechanics that you don't get when you haven't played it yourself I guess, or faced at least 3 times. And not everyone reads through the build after a match
Some Survivors rarely or never play Killer, so they're never going to be the best they could be if they've never experienced the other side, or, at least the other side for the Killers they're weak against.
With Legion, his playstyle is very different from all other killers, so it can be confusing to play against as a Survivor if you've never faced or played him before. Survivors get used to the whole idea of "okay, the Killer sees me, time to loop them...oh they hit me, damn, keep running!" which applies to pretty much all Killers, but instead, Legion runs away - what??? AND I have to mend?? Same goes for trying to loop him - "ha! I dropped that pallet!" *Legions vaults over it* "Oh shi-." And of course the situation you described, Survivors hiding and not knowing Legion has Killer Instinct telling them where they are. "Okay he's running near here...no way he knows where I am though! Wait he's coming RIGHT AT ME. #########!"
Love me some Legion 😂
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I kinda thought there was supposed to be some sort of synergy between Xbox and Windows 10, like any Xbox-playable game can also be played on any Windows 10 device (outside of Steam)? Or...they've at least talked about that being a goal at some point, I heard about it somewhere! Maybe it's only for certain games though...
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Camping, while it does suck to be on the receiving end of it, is a legit strategy and sometimes the only one that makes good strategic and logical sense depending on the situation, and this applies to tunneling and slugging as well. Against a skilled SWF at higher ranks, it's going to be very difficult to not camp, tunnel or slug at all in any form, and also secure a 4k.
At the end of the day, the Killer's job is to kill, and yours is to avoid detection, and win the chase if you are found. The Killer did their job, and you failed at yours. Accept it, learn from it, move on and do better next time.
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This is like PS1 version of DbD? haha
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@Zesty said:
https://us.v-cdn.net/6030815/uploads/1RFP9X3JY6ED/praaqucv-400x400.jpg
https://us.v-cdn.net/6030815/uploads/1GYXNVXV1TQM/516npclrzll-sl500.jpg
This plus the monitors, things are looking sus ;)
Nice find!
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I'm maining Legion now and I'm still far from being the best with him but I will say doing well with him definitely depends on your perks and add-ons more than most of the other Killers.
Overall though, I think he's one of the most fun Killers to play, simply because his playstyle is so different from the others that it screws with many Survivor strategies and causes them to make mistakes. Survivors spend most trials doing the typical loops, the typical mindgames, etc but Legion can really throw them off their game.
Being a hit-and-run Killer can confuse them whether they're experienced with Legion or not (why did he leave? is he going for another Survivor? Or is he gonna swing back around, end his power while I'm mending and down me?). He can also vault pallets and again you can mindgame with this, being in a normal chase then Feral Frenzy just before the pallet drop, vault right over and slash them (with the Iri Button add-on, you'll destroy every pallet you vault too - instant demoralizer right there lol).
Then the perks... Discordance is actually quite nice and very useful being able to see which gen has 2+ people on it and have a chance at stopping them. Mad Grit I've never once been able to take advantage off. Situations where people try to body block while I'm carrying someone to a hook just aren't very common so, it's kind of a useless perk. Iron Maiden is also very situational and I've only had 1 or 2 opportunities where it really helped (recent game where survivors got down to 1 gen left and decided to hide in lockers the rest of the game...yeah...lol).
Overall, people seem to just not know how to play against him and he is possibly the best Killer at delaying the game much longer than usual with the flow of information he can get on survivor locations and forcing them to mend constantly. Slap on Ruin + Undying + Thanatophobia and you're really gonna cause some frustration lol. I can't decide if I like Discordance as my 4th perk more, or BBQ (haven't got BBQ yet so, will have to try it out).
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I play both Survivor and Killer pretty equally.
In my opinion, the "childish" stuff includes:
- teabagging
- flashlight spam
- endgame chat or direct message insults/raging
- facecamping and/or slashing on hook
Everything else, including tunneling, soft camping/patrolling the hook, bodyblocking and any other strategy, perk loadout, etc is fair game. Admittedly, it may not be fun to be on the receiving end of some of it, but it's still fair. Remember, this is a multiplayer game, so one person's "fun" and "enjoyment" is always going to come at the cost of someone else's. Learn to accept it, move on, and strive to improve (can't get camped or tunneled if you don't get caught).
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I mean...every game is different. Survivors obviously spawned together, probably had Prove Thyself and finished that gen really quick. That's not punishment for getting into a chase, that's just how the trials go sometimes.
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I have yet to play Huntress or Deathslinger but I imagine nailing a survivor with an axe or shot that downs them through a window or on the other side of a pallet right after they've teabagged or flashlight spammed you is pretty damn satisfying haha.
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@Hostile said:
Why should they get banned ?
I wonder why they called you "racial and homosexual slurs" ?
Is it because you were toxic ? Have you camped them the whole game ?
If you are toxic, why should the opposite side be polite and respect you ?
Its funny how some people think its alright to ruin other people's game experience but insulting should be directly perma banned.
Your scenarios are totally irrelevant as it comes down to what is and is not bannable, according to BHVR. Sorry but camping isn't on that list.
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@Sand said:
One turned out to be solo, now I feel bad. But it's very satisfying to bully an entire bully squad then read the hate after getting a taste of their own medicine
Good!
I play for fun, try to play fair, and I don't care about wins or losses so, if people are douchebags, then I'll work to punish them for it. I had a game a while back where the team could have won but for some reason, with 1 gen left, they decided to hide in lockers. This was on Midwich (I think) so the 2 floors really made it a pain to hunt them down. It wasted a ton of time but eventually I found them all and did as you did. Only thing I could do to return the favor lol.
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@CountVampyr said:
I can’t decide which is more stupid and pointless: streamers or people that watch streamers. Okay, if you’re really really great at the game then maybe I’d check you out, but most streamers seem to be self important knobs. Why watch somebody else play when I can play instead?
Your argument of "why watch someone else when I can do it myself" is very old and irrelevant, as the same can be said about why anyone watches almost any sort of media at all (also, appearing as a "self important knob" isn't exclusive to streamers, it applies to virtually any public figure). Do you watch sports? Netlix shows and/or movies? An occasional video while browsing Facebook or other sites and social media platforms? You're not making money off of it sooo, really it's all just a waste of time, right? Why watch? Hell, WHY PLAY?? That TOO is a waste of time but...you do it because you GET something from it - not money but however you might define "fun" and "enjoyment" in your mind, that's what you're getting.
Well, people watch streamers because they GET something out of it too - whether it be the very simple and general entertainment factor, or the interaction with the streamer that they enjoy, which very often can lead to new friendships not just with the streamer but also with others who follow them... CLEARLY, for many millions of people, they all get something from it. You don't, and that's fine, but you should really try to evolve beyond the "I don't understand it, therefore I'm going to dislike it" mindset.
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Just remove escape attempts. It's such a low percentage of success, even with slippery meat (which hardly anyone runs anyway) that you might as just remove it. Then, remove the button mashing from struggle phase. Now a salty survivor has to wait the full duration before being sacrificed. Nothing we can do about them just standing there after a potential save and wanting to die but at least they're forced to wait, and doing so also forces a killer that intends to camp to have to wait around the hook as well (giving survivors more time to repair), vs a suicide that allows them to immediately leave and continue hunting.
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@IWasLeft2Die said:
I recently got back into DBD and have played a number of killer games where I kill 3 survivors and stop them from doing any gens but the last survivor just uses the hatch. I feel like this indirectly penalizes killers for killing survivors since he loses his earned advantage. Any chance they would bring back 2 generators completed requirement before hatch spawns opened?
I agree. Whatever gets changed needs to make it so the last survivor doesn't "luck" into finding the Hatch, but rather makes them work for it. Unfortunately I think any change to this results in what Killers already believe is "unfair" to them, becoming "unfair" to the Survivors. Killers can attempt to avoid this situation by slugging the 3rd survivor while they search for and finish off the 4th, and it sometimes works but still kinda comes down to luck, it's just a bit less favorable to the last survivor since they will only be able to crawl in search of hatch, but somehow they still manage to get there, again, lucking into it by being downed near where it spawns or the Killer taking too long to finish the 4th survivor and then losing where the slugged one crawled off to.
Regardless, I have some ideas:
- Hatch doesn't spawn for last Survivor if there are still 3+ gens left. At 2 gens remaining, it spawns. My thoughts on this are that 2 gens remaining is a decently close game, so last survivor should be given a chance at escape. If 3 or more gens remain...the Killer did their job, so the Survivor can take the L and die with dignity or, continue the fight - no free hatch.
- In addition to the above, increased heal/mend/repair speed for the last survivor. No sure on an appropriate percentage to use here that'd be fair, I'd say at least 40%, maybe even 50% minimum, with further increases from items/add-ons/perks being possible.
- Give Killer the Hatch aura. Might seem OP but it gives the Killer the option to defend the Hatch, at risk of the Survivor (with their buffed repair speed) getting the last 2 gens done. Alternately, (and probably more frequently), the Killer could just close Hatch, but this is also a risk as the Survivor could be waiting by a door for that to happen. Also prevents the game from being delayed if survivor decides to just afk or something.
Some of this may be too much. I think the first point should be a primary consideration though, along with the second point. I know some will say even that isn't "fair" because the last survivor could have played really well while having crappy team mates that suicided on hook, were AFK, etc, and so the last survivor shouldn't be "punished" but imo, that's just the way it goes. You can't balance the game based on those sorts of things because it's impossible to know for sure WHY they played (or didn't play) the way they did. Besides, the whole reason we're even discussing this is because some Killers feel it isn't "fair" that they do their job and the last survivor gets a free escape. So, what IS "fair?"
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/1957653#Comment_1957653
I do wish that survivor perks weren’t all teachable, and that each character had one unique ability like the killers do. For instance, if you wanted the ability to self heal, then you would have to choose Claudette. Die Hard? That’s Dave. Having all of the perks interchangeable just makes all of the survivors into skins.
I kinda wish the same thing, but, maybe this is an intentional form of "balance." If Survivor perks weren't teachable, then over time, Killers would be able to recognize how to play against certain survivors because they'd roughly know what kinds of perks they'd be using. As it is now, you really don't know what you're facing until certain perks are utilized, and in some cases (like with DS), it's too late to counter at that point. So Killers train themselves to expect it all the time, (like waiting out DS) which will in some cases benefit them if they do have DS, but can also handicap and waste their time if they don't. And all of this is applicable to Survivors planning their strategies against Killers too - other than their Power, you don't know what you're facing. Like Killers assuming and playing as if everyone is running DS, Survivors often have to assume and play as if every Killer is running BBQ and Chili.
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You're definitely on the right track with some good suggestions. I have some as well, in addition to yours, with some changes/additions:
Below I've listed some potential ideas for changes that could be made in order to make Hatch still useable but less of the easy shortcut way out that it is now. I'll mention now that not ALL of these changes are necessary, but I do think, at minimum, the 4th and 5th points should be considered.
- Opening Hatch takes time, anywhere from 7-15 seconds depending on the key/add-ons used.
- Opening Hatch includes at least 1 difficult skill check that will alert the killer if failed, and have a 40% chance of breaking your Key.
- While opening Hatch, progress resets if the opening action is stopped, and comes with a 15% chance of breaking the Key.
- Only 1 Survivor can escape per key/opening. Each escape is followed by the Hatch slamming shut, making a loud noise.
- No more free escape for the last survivor: If 1 Survivor remains, the aura of the Hatch is revealed to the Killer
These suggestions I think would make for more fair gameplay when it comes to the Hatch. As it is now, it's essentially a free escape, and, a platform for taunting the Killer. Unless I was right on a Survivor's ass as they run to the Hatch, I have never had a single game where Survivors merely opened the Hatch and jumped in, they are ALWAYS there just waiting for me to show up so they can teabag and flashlight spam me before making the jump, and if I don't show up, they vault and slam doors like crazy to get my attention and then jump in. So these suggestions should almost nullify that behavior, and provide the Killer with an ability to defend the Hatch, making Survivors actually have to put in a little effort for their shortcut out of the trial.
Regarding the last suggestion (revealing the hatch aura to the Killer) - I included it because as the last Survivor, the Hatch is already open and waiting for you, so the other 4 suggestions by themselves wouldn't apply, therefore making it a risk-free free escape. I don't really like how that works because the Killer basically did their job killing 3 of you, so it's a win for them, yet the 4th survivor gets to bypass the usual escape method? No, not anymore. Revealing the Hatch aura to the Killer allows the Killer to either rush over there and defend it, or close it, but both choices come with some risk. Obviously, if the Killer is going to camp the Hatch in this case, then the Survivor is free to repair the remaining gens and attempt an escape the normal way. Will the Killer stand by and watch as gens get repaired? Alternately the Killer can just close the Hatch but that's risky as well, especially if the Survivor is near a gate already, possibly waiting for that to happen...
So, though it may seem OP to reveal the Hatch to the Killer, the Survivor is still given a good chance at getting out, perhaps even better than they do now because the Killer may just choose to immediately close it vs having to run around searching for it.
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@trokx said:
And before killers come at me, read what I say. Y’all are already OP by being faster, and then blocking my perks as well. If a survivor could individually block a killers perk, they’d throw a fit. So a killer blocking my spine chill, dark sense, and empathy is a bit muchhh?! Killers don’t @ me, survivors what do you think? And killers don’t go acting like survivors giving your two cents from a survivor perspective
Go play Killer some, and get some experience with them before making a bunch of false statements about things you clearly don't understand.
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@stvnhthr said:
https://forum.deadbydaylight.com/en/discussion/comment/1951369#Comment_1951369
No my character continued to face forward but began running backwards. The more I ran from him the closer to him I got. It was kind of messed up. I guess next time I should run toward him and see if it makes me run away. Maybe it is an add-on.
Record it next time.
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I had an idea for a 4v4 where each team has a Killer on their side. Haven't spent much time thinking on the details of how exactly it'd work but basically I thought it'd be a great way to bring Killers and Survivors together in some way, but also compete against each other.
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Everyone knows the truth, that slugging/camping/tunneling are viable, legit strategies. Admittedly it isn't fun being on the other end of it, but that still doesn't make it wrong. People will complain about anything the killer does that nullifies their perks and/or beats their strategy to win, and that goes both ways for Killer and Survivor.
The fact of the matter is that this is a multiplayer game, so one side's fun is always going to come at the expense of the other side's, no matter how anyone plays, unless you're the type that for some reason LIKES losing, or, if you just don't care either way (which is the ideal mindset if you want to actually enjoy this game or anything in life long term lol).
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@trokx said:
Whenever I feel I am going to lose or be caught by the killer, I start crouching in front of the killer as my way to concede. Sometimes all of my teammates are dead and I have 4 machines to go so I concede. Anyways, sometimes the killer let’s me go when I crouch and allows me to finish machines/escape. Why do y’all do that??
Because far more often this game is so damn toxic that if there is a moment like this where you can have some friendly interaction, it's more than welcome lol.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/1934916#Comment_1934916
Would you have a problem with having lets say 10% chance that all 4 survivors do nothing (basically afk)?
Because thats the amount of enjoyment one can get from camping/tunneling game. It would also be legit.
The amount of point a killer would get would be about average survival score after camping game.
Before you say yes, realistically you could have multiple games with 4 afk people.
Hmm, in my opinion, this is a really strange comparison to make. Survivors don't queue up in a game with intent to AFK as a strategy to win. Camping/tunneling/slugging however, while it sucks to be on the other end of it, IS part of the strategy to win for Killer.
The better comparison I think would be gen rushing. As Killer, it results in a quick game where you maybe hook 1 person before it's over and everyone teabags you out the gate. This sometimes forces to the Killer to camp that 1 hook as it's really their only option to attempt to secure a kill. Not very fun I'd say, but again, my stance as someone who plays both is, we all do we have to do to win. Ultimately, this is a multiplayer game, so one person's fun and enjoyment is always going to come at the cost of the opponent's, in some form. The only scenarios where it doesn't is if the opponent strangely LIKES losing, or if they just don't care (I'm the latter, myself).
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Probably working on new icons for the main menu or something, lol.
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@Dragonshensi said:
Anytime I see that ttv in their name I groan. Either they are going to be toxic as hell, or so selfish that they won’t help out their team at all and only care about if they get out. Just had a match with a twitch streamer called JoshSpicy( and yes I’ll name him cause he’s a public figure with his name out there) who didn’t do anything the entire match and hid while everyone else did work. I did two gens alone myself, constantly hook saved all of them, and healed them. Finally the Killer got me and this twitch streamer was on the other side of the map waiting for me to die so he can escape via hatch. Must be good streaming content bro! Made sure to be on the hook as long as possible so the killer would down the coward. Luckily he did.
It's a toss up really. TTV in name doesn't automatically = toxic player. One I recently played against and didn't do very well (3 escapes, 1 kill), I never even encountered the TTV player once during the game. I went and watched their VOD later on to hopefully learn something and they're a totally cool person. We dual streamed for 8.5+ hours last week actually and had a blast, bringing in other streamers throughout the night as well.
In many cases, people put TTV in their name as a form of advertisement, and it very much works. It gets people coming to your stream when they see it, sometimes to stream-snipe, sure, but many times they end up hanging out and following you too. If you get matched against or with other streamers, it can bring those other viewers to your stream and boost your own.
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"can't play legit"
The Killer's job is to kill. However they do it, whether you like it or not, is legit. I admit it sucks and is not fun being camped or tunneled or slugged but, if they're able to do that, then you are failing at YOUR job to stay hidden, and to win the chase if found.
Learn to accept it, learn from it, move on and improve so you do better next time.
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I mean, supposedly there are 600+ people at BHVR. Given the speed and quality of updates and fixes, I can't imagine there are more than 50 actually working on the game. How many Q&A session questions about implementing certain features get answers like "It's been talked about, but it's not currently in the plan/won't happen for a very long time"?
Assuming there ARE only 50 people or less working on DbD - what are the rest of the 500+ doing? Possibly they are indeed working on a sequel... Who knows? People commenting here saying a sequel isn't worth it since it'd compete with DbD don't understand the hype that can be built around sequels and the financial blessing that can come with it. If sequels from the same company were never worth it due to competing with the old product then they'd never be made, yet...they are made.
Starting from scratch with a sequel allows the company to regroup and build from the ground up with knowledge and lessons learned from the first game to put out an even better, more stable, and more efficient product. Many times, sticking with a broken/less than perfect product ends up being a wasted effort, but with a sequel, finally they can do all the things they wish they could do with DbD but can't due to various restrictions or difficulties caused during initial development.
If there is no sequel coming, one thing we can hope to look forward to is Back 4 Blood, the supposed spiritual successor to Left 4 Dead. Obviously it'll be different than DbD but, may still be able to scratch that horror multiplayer itch.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1932812#Comment_1932812
Unless they were literally forced to re-code and redesign the UI for future use because they couldn't add to the old code without it breaking, this excuse is complete BS.
And who actually likes the new movement? I've seen maybe 1% of people say they like it. Hell there's even a hashtag spreading on Twitter calling the devs out to revert to the old movement (Which shouldn't even be a hashtag anyway, they said the new animations won't noticeably affect gameplay but it does.)
If they really did design this with no way of going back then it's a totally new low for this company as far as development goes, worse than the spaghetti code this game started with. But then again, there are probably only 50 people or less working on DbD so...eh.
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Don't get caught next time. Loop better. Leave that gen sooner when you hear heartbeats. Don't stupidly group up around the Killer to try and stop a hook. Etc.
Killer is doing their job, while you are failing at yours.
I hate to say it but...git gud/do better next time is appropriate here.