HypersKng
HypersKng
About
- Username
- HypersKng
- Joined
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I have forgotten to mention that community servers exist in Team Fortress 2 and Left 4 Dead 2, too.
And they are just as great.
Thanks to the modified experience they provide, these games are ancient by internet standards and yet they still thrive!
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I used sable wards invocation in a single match and that match my entire team gave up the match. I think something needs to change about the perk. Because this cannot be a rare occurrence if this happens as soon as I start the invocation and in the very first match I used it on!
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Term: Base-Kit/basekit
Meaning: A character (Killer or Survivor) implemented with the (or some form of) effect that resembles the Funktion of an in-game perk.
Example:
1. Basekit borrowed time, when unhooking a survivor the unhooked survivor gains endurance and haste just like the perk itself provides, only with a smaller timer!
2. Borrowed Time wasn't always basekit!
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Huntress feels nicer to play as, with 7 hatchets.
Clown feels better with 6 bottles, it removed the need to bring more bottles add ons and made them into a "nice to have but fine if not chosen" add ons instead, which feels much better.
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@BugReporterOnly said:
No way it should be basekit. I had too many people use it to rat me out when I'm strrrugling in match because they think I'm doing nothing or are pissed I can't play well against a killer.
I'm sorry to hear people hurt you verbally for your playstyle, but why is that an argument for a no on something that would improve gameplay? Sounds like a skill issue. Just reflect on your mistakes and become a better player! Or if you think they are wrong don't listen to them!
Sometimes things just happen on matches that you could not have predicted. A powerful perk or a particularly skilled opponent, but these things happen...
Either way, you can improve by testing your limits see what works against what killer, some of it depends on the person playing as killer more than their killer choice, observe what your teammates are doing and account for their actions and adjust your own according to what you are observing. Bond actually helps a lot with the observing part of my advice.
If you do this you will become a better player based on information and experience gathered in your future matches.
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@Dream_Whisper said:
If you truly want to de incentives killers from tunneling, there needs to be more rewards and incentives towards chasing and hooking other Survivors. Especially those with least amount of hook states.
You can get matches in which Survivor A is the first to be hook and the rest of the survivor are playing stealthy, they go for the unhooked, and disappear from plain sight, while Survivor A is the only one that can be found. Why waste so much valuable precious time looking for hidden Survivors, when the same Survivor you just hook is a easy target and helps the killer achieve kills in the quickest way possible.
2nd, There is no reward system (besides BP) for going for different Survivors (unless you have perk build in play, like Grim Embrace and old BBQ); it is much more beneficial for the killer to secure their first killer in the fastest and most efficient way possible, by tunneling; then if you were to not tunnel and let all 4 Survivors be still alive and can genrush and make a easier escape.
Your suggestion would be bit harsh, as it would make Survivor more stronger. And in theory can be exploited, for the survivor that got unhooked to intentional bodyblock the killer and be "tunnel" for the sake of giving their teammates very massive impact in generator speeds. This would be a terrible proposal, plus, some toxic killers wouldn't even care about gens, as long as that survivor is a easy target (the weak link of the team) and make it much easier for them to secure a kill and have a 3v1 and be able to apply massive map pressure.
If I were to suggest new better changes, to discouraged or even eliminate tunneling all together. I would scrap the BT Basekit changes and replace it with no Hit/body Collison with the killer, from the unhooking survivor. The unhooked survivor can no longer be attack or harm by any of the Killer's attacks, but.... they also cannot bodyblock the killer, just to protect their teammates whom rescue them. Any form of conspicuous actions such as fixing Generators, being fully healed, rescue other teammates, being the last Survivor left, new survivor hooked afterwards, Endgame Collapse, etc. Will disable the no Collisions and make them vulnerable to attacks like normal. Before these, the effects of no collision is pretty much last for 60 seconds.
2nd: The rescuer, will be reveal to the killer for 4 seconds after they just unhooked the Survivor; to incentives finding them and punishing hiding Survivors, if the killer is close by.
3rd: If the killer gets a different hook, that is not the same Survivor. How about a Basekit Regression Buff of 5% added for every unique hook they achieved, up to a maximum of 20% (for all 4 unique survivors they hook in the match) which can be added to 5%, for a grand total of 25% for their basekit damaging. Basically, like a Pop Goes the weasel Basekit, but it incentivises the killer to hook all 4 survivors at once in order to maximize their generator regression Basekit without perks. If by chance there is too strong, we can balance it so, if the killer tunneling and eliminated one survivors too early; the stack effects reverts back to 5%. Plus, there is a 8 regression events; so they can only used this 8 times when damaging generators, with all 4 survivors still standing in the match.
Very interesting points I haven't even thought about the fact that yes the survivor unhooked could get 60seconds of basically invincibility frames until they do something inconspicuous or are healed.
The second point is also pretty good with the aura reveal on unhookers although this could be problematic with "Make your choice".
The third im not sure about since you can kick every single generator 8 times and not just in general have 8 kicks to distribute, but still thanks for this great input!
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@Atom7k said:
I've played dbd for 5 years now (which of course doesn't makes me the most experienced player) and I finally reached my personal breaking point.
This game is barely fun anymore as a lot of players take it way to personal and serious with toxicity in the game and community being at it's peak.
I played both sides pretty equally (maybe a bit more killer though) and for survivors I can just say: I am tired. It is not fun to be tunneled every game or watch a fellow survivors getting tunneled. Matches are so boring and stale. Every killer feels the same because they get played the same way. Tunneling and trying to hold a 3 gen. The resentment I've build up for these "strategies" is massive. I understand though that it's due to balancing and people playing for different reasons like comp killer vs soloq or comp swf vs average non tunnel killer.
As killer it is just as sweaty. Survivors will do everything they can to annoy you. From flash light clicking and tbagging to vaulting windows far away from the killer for literally minutes to trigger the notifaction. Let's not forget about the exit gate tbagging or ftp + buckle up in your face. The amounts of matches I can ignore that is limited as like every human my patience has limits.
I can 4k survivors even in high mmr without tunneling but it depends on luck and survivors making mistakes as much as my ability to control my killer. I don't feel like it should be that way anymore.
Basically what I'm saying is that dbd became super fast and super competitive. There is zero room for mistakes on both sides and the balancing + toxic survivors lead to killers being more frustrated and starting to tunnel with meta builds. As I said 4k without tunneling is possible but it's dependancy is survivor making mistakes. If they do zero mistakes or you as a killer misread the game once you loose if you don't tunnel. You cannot bring a weak build anymore to try something new because (at least from my experience) people tend to make fun of the killer then.
I do not know what my mmr is and I am not a god on both sides but I think it is pretty high and that's why I am stuck in these situations.
I am the last one of my dbd friend group of 12 people who kept playing. They all quitted months ago. Today I follow them. I took breaks from the game, even for months, but when I came back it was just the same miserable experience. Maybe in a distant future when the game changed I will come back but I don't expect it to.
I leave the fog for good, I joined the Helldivers.
See you around and I hope you still have fun playing the game.
Very accurate. Something needs to done.
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On Garden of Joy when playing as Killer almost all Killer powers get stuck on those bushes and as a survivor it's kinda bland... The main building had very strong windows for survivors. Apart from that this map is nothing special. It's pretty "meh".
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677618#Comment_3677618
0-1 kills = loss
2 kills = draw
3+ kills = win
Getting someone out as soon as possible while not loosing preassure is effective in my world.
I should probably say that I don't hardtunnel, I won't search for you specific, but I will tunnel you if you give me the chance.
Bloodpoints don't have any value in my book, I don't care how many points I got, I care purely about the result or beating someone specific (but most of the time it's just the result). I've never understood people wanting as much points as possible, it's just a number not an result for me.
Yes I figured from your previous comment that you are someone who only cares about that number. And to me kills are just a meaningless number that's why I said in my later comment that there must be a divide in players as there already is a massive divide in their interests!
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@dance said:
Sable Ward is heading into The Fog fwith three new Perks and a new Perk type: Invocation. Let us know below what you think of her Perks.
Wouldn't it be better if Sable Wards invocation made the user exposed for the rest of the trial instead of broken?
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@dance said:
Sable Ward is heading into The Fog fwith three new Perks and a new Perk type: Invocation. Let us know below what you think of her Perks.
I like the idea of getting new types of perks like Sables invocation perk and her other two basement related perks.
I do wonder if when more of these kinds of perks come out, we are going to get 2 instead of 1 basement spawns in either some matches (so a percentage chance to spawn a second basement simultaneously) or in all matches going foward. Maybe this could even create new offerings people could use. I would welcome such a change.
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@KatsuhxP said:
First you have to give a definition what counts as tunneling, because the hook-count is not an good indicator. What do I do if I find the person by accident because everyone else plays stealthy? And why should I be punished for good decision-making? If you have to choose between someone already hooked and someone with 0 stages, of course I choose the one already hooked, your system would punish me because I play effective.
True it could be that 3 play stealthily and you find the 4th every time but in my experience that happens once or twice every few hundred hours of playtime, it is much more common like 6 to 7 out of 10 matches that someone gets tunneled. Also you mentioned effective plays, who said kills or escapes equal effectiveness, what do you get out of a kill or an escape that is more valuable than bloodpoints? I have had matches where we had a 4 man escape but only 10 to 14k bloodpoints, that was a lost game in my book, even though we all escaped. Then I had matches with 4 people all reaching more than 30k, now that was effective gameplay!
In my opinion getting the most amount of blood points possible per match is efficient gameplay and what I strife to achieve every match and that simply is not possible when getting tunneled.
Maybe there needs to be 2 gamemode one for people who just want kills or excapes and one for people who just want to have fun. So like a casual and a competitive divide!
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