JamnJelly
JamnJelly
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- JamnJelly
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603568#Comment_3603568
The issue is suiciding in the hook. I saw some survivors suiciding even in their first hook even though they are not in that bad situation. Unfortunately there are no ways to do something toward these irresponsible people.
That's happened too the last couple games. One where they brought me to Haddonfield.
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@Gabe_Soma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603566#Comment_3603566
Most of the players DC when the game is already compromised and nearly impossible to comeback.
In any case, a penalty excalation system exists to prevent people dc'ing too frequently.
Its been frequently though, mostly the start when they find out I'm GF or I mark them.
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@Wowie said:
I guess. I play Pinhead, Wesker, and Deathslinger.
Wesker I don't get many DC's, but I get a few hook sui's as Slinger and every couple of games 2+ people will instantly disconnect as Pinhead.
Maybe it's your playstyle or something.
Newer players are also more inclined to give up on a rough match I think, too, so if you've just moved your account and you're actually good they won't know how to counter it and will just quit.
That's a theory though.
I mean I'm decent. I moved from playstation and mnk is sooooo much easier. Especially with the horse perk ( I forgot the name. I play sneaky ghostie. So marks and more often I won't chase them.
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/399462/survivors-going-afk-dcs
In the past year I think there's been a slight uptick yeah. It wasn't exactly rare before, but myself and a lot of solo queue survivor streamers are seeing the same (If memory serves, it got bad 6 months ago? rough estimate). I think in general there are just quite a bit of players who have the mindset of giving up instantly if things aren't going how they'd like. I also see it on killer in insane situations like first down at 2 gens left, AFK/spamming noise notifications at start of game, etc, but less often than when I play survivor
The spamming of notifications have been horrendous. People purposely failing checks to spam stuff. Don't remember that at all.
Don't worry though The next game was my usual gen rush after 30-40 secs. One Sabo squad but that's fine. I'm hoping we get the cross progression eventually.
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@Veinslay said:
Maybe they slugged your ass on the ground because you were teabagging/clicking/emoting at pallets
This. I usually only slug for two reasons; teabagging/clicky-clicky and boil over, because I'm on console and it still has its moments where I can't move.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3145772#Comment_3145772
Yes the wider FoV also widens the blind area of killers. So don't use it if you see clickers in the group
Good to know, appreciate it
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@VikingDragonXii said:
Ok I'll be that guy in a flashlight post......I BRING LIGHTBORN MUWHAHAHAHAHA. I don't care if only 1 has it all my builds leave a free slot for Lightborn.
Ok now that's out of the way ahem.....Sometimes it's not as easy to "look away". Shack is a prime example of this not working. There are walls and windows that allow the flashlight to shine through and the Killer can still get blinded. I even got blinded at angles that SHOULDN'T of worked ie at a 180 degree angle from the blind zone and no I don't use Shadowborne just because of that reason.
Honestly I get blinded staring at a wall lately. It's not fully visible but I'll still get the effect of being fully blinded, and idk if there's something I missed.
Also I don't use Shadowborn, but does it actually give that as a disadvantage with the added FOV?
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3143016#Comment_3143016
Oh (bad word) I didn't get the notification that you had answered me
Well let me further explain what I mean
Say you are playing the Killer you like well.... by all means get them at least to P3 (if not more) so you have addons and offerings to use while you work on other Killers
1) Find what perks you would want (which at this point is all of them... LOL) and get the Killer to P3 as well... I would start with the perks you want first then go from there
2) If you like more then one Killer then again get them up to P3 (no more then that... unless you want to get more addons and offerings)... but as you get more prestige you do kinds need to think of how you are spending your BP
3) Save at least 250,000 to 500,000 BP as an emergency... cause you never know what might happen (also save all of your Survivor Puddings until you figure out how to play the Killer and what perks you want)
ALL OF THIS IS BASED ON THE BP CAP THAT I REMEMBER (1,000,000)... I don't know if that has changed
TL;DR
1) Find a Killer to play... get them to P3 while saving all of your Survivor Puddings (and Bloody Party Streamers)
2) Figure out what perks you want... then get those Killers up to P3 (without worrying about addons and offerings) and of course if you like more then one Killer then repeat the process on the ones you like first
3) Save at least 250,000 to 500,000 BP
It's okay, I don't get the notifications until I sign on.
And yes it's still 1 mil for the cap.
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@Biscuits said:
Corrupt intervention - Plague
Deadlock - Pinhead
Those are the two most useful universal perks in the game.
Discordance is good in this meta - Nemesis
Discordance is legion though.
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@RaSavage42 said:
Depends on how you play... your strengths and weaknesses
I gotcha, I just thought it'd be a good discussion to get ideas flowing.
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Playstation here. Mostly killer, and once I tried huntress and nemmy, I realized how bad the controls can really get 💀
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@Beaburd said:
It doesn't matter how/if/when/why a killer kill you, that's literally one of the only major things they get to decide in a game.
Survivors have so many flexible perks to handle many different types of situations.
If you don't like being subjected to a certain type of play-style, build around it.
Sometimes you can't eliminate your problem play-style entirely (Basement Bubba or a good tunneling killer), but you can reduce their effectiveness and frequency through your builds and actions.
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I'm also very curious how you even get full slugged at 5 gens.
The only way I can see that being possible is if your team is hovering around each other non-stop and refusing to do objectives, thereby allowing that situation to happen in the first place.
If that's the case, that ain't a killer problem.
Chances are slugging you fully was efficient in the above scenario. Heck they might have even felt suffocated because of all of you hovering around them, in which case slugging can be fun, yes.
This.
I can't tell you how annoying it is when I have a few of survivors just decide to sit nearby and then seem shocked when I don't try to leave because I know they're there. If you walk into me, I'm gonna m1, it's not that complicated.
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Idk about anyone else, but I'd at least like to be able to see my own mmr with the upcoming update.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/2910233#Comment_2910233
My envy for you is vast and seemingly endless.
Idk I run into really sweaty games at times, and then really really weird ones like this morning. One survivor dc'd soon as I am about to hit them, then the other three swarm me and stand at pallets while I'm using blood favor. Then they keep clicking the survivor on hook.
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@White_Owl said:
Without it, Spine Chill would become a lot less useful, it would probably be used only in vault builds. It's currently the only counter-perk to killers without the terror radius, and still it's easily countered by not having tunnel vision on your objective. The only exception to this are Myers and Ghostface: if anything I would make it so stalking deactivates Spine Chill.
In the case of stalking, I believe you'd pick up on it blinking so you would recognize you're being stalked.
The point of most no terror radius killers/builds is to be able to get the jump on survivors. It's basically a better premonition as it stands rn.
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@I_CAME said:
I'd take this trade in a second as a killer main.
Let me guess......judging by your name you must main PH 👀
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2909178#Comment_2909178
They will never be equally viable. That's not even a debate. The point is that even some of the worse killers aren't just a free win for survivors. Many killer players don't take the time to learn certain kits or strategize correctly with it, then lose and call the killer bad. It leads to pointless balance discussions where someone wants busted buffs or to break the limitations that make killers balanced. Like op said "Myers shouldn't have the map pressure of Spirit". If every killer is good at everything there's no reason to play any particular killer. None of this is against killer buffs, more just trying to explain that not every killer needs to be the absolute best at certain things. Weaker killers are okay. If everything was as strong as Nurse, Blight, Spirit, Artist, then it would be stale.
I'm not one of those players who thinks a character is inherently bad. But when you have a coordinated team against someone like Trapper, than can kill his whole kit. There's not much play around that.
It's not a matter of we want them to be equal in terms of map pressure and such, but there's a reason why you see the same killers further up the chain. I'd say that's an issue.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/2908973#Comment_2908973
Fair enough!
Honestly, it was more of a 'oh, drat' when I was lower MMR. Now that I'm much higher in the ranks - I never see any interesting perks like Spine Chill, so my opinion may be sadly outdated or disconnected. :(
I play primarily stealth builds when I can. It was a thought I had, considering I see it about once a game. It's definitely not a bad perk to run, although I do like how someone brought up that it can outshine premonition.
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@Valik said:
80 seconds to full repair a generator is very quick, and coordinated teams can apply toolboxes and other buffs to make this go by even faster.
3 survivors bring Wire spool BNP toolboxes and they can get 3 gens done in about 50 seconds, before you're even able to get your first hook.
Bringing perks like Ruin, Pop, Pain Resonance - they are vital to surviving the Trial as a killer.
On the other hand, survivors have basically ZERO pressure to bring speedy perks. Resilience, Prove Thyself, Toolboxes, Fast Track. These are sprinkles on top of the sundae. They make the game a bit easier, but they are not at all vital.
Killer slowdown perks are an absolute must.
The major problem, in my opinion, is that survivor gen speed options are super limited because of how tightly the gen progress has been balanced. You can't give anyone '50% increased repair speed' because the entire game has been balanced around the 'sacred' 80 second repair time, which makes most games extremely tight - killer regression perks hurt, but there's a lot of pressure on killers to play well to keep survivors away from Objectives. If you throw in a tiny 5% buff to shave off 4 seconds on a generator - you're already tipping the scales heavily.
It's a very delicate balance they've found themselves in - which is exactly why I personally think they should increase generator repair time and buff all of the repair speed boost sources as well.
I'd rather people brought Toolboxes because they were important to use to tackle objectives quickly - and not an insult-to-injury advantage given to survivors that want to make the killer cry in the corner.
Most of the time I see toolboxes nowadays they're used for Sabo by at least one survivor. Mind you, it doesn't work well but half the time for them.
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Sounds like you've had too much survivor pudding....
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2909236#Comment_2909236
well compared to an infinite medkit for the entire team, it is still fairly niche and during some matches it is just not worth wasting your time for a funny haha no scratchmark area
Honestly with how often I'm sent to gideons or badham I don't focus on boons either way.
It's a waste of time to snuff them unless im already on top of it but I don't think anyone hunts them down. So it's a gimme in some cases.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2909198#Comment_2909198
Shadowstep is definitely good but as someone that tracks by footsteps a lot, it just never really hurts me and it is still fairly niche. I do use it the most out of all the boons for sure though, but its use is mainly for getting away from a gen without being seen when the killer is approaching
Not horrible then like you previously stated.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2909179#Comment_2909179
Even if CoH would not exist, nobody would run any of the other Boons (except to get Achievements). They are all bad and got worse overtime. with the worst being Dark Theory, which cannot even be buffed (unless they give it a second effect).
The reason why CoH is strong is because it is Healing (IMO the only good Survivor Perks are those who are second-chance Perks or those which speed up (Side-)Objectives). And, because it was a Survivor-only Chapter. But CoH will slowly be brought down to the Level of the other Boon, meaning, you wont see them.
I see people running both coh and shadow step just about equally lately.
Weirdly enough I've seen more BO than Coh.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2909178#Comment_2909178
And here's the place where I think some of you are confused. I never said EQUALLY viable in my statement. If I did, I misspoke. Viable does not equate to all killers being equal. Viable just means that if you play them with enough skill, you can do well in a match. Period. That's all their is to viability, no more no less
That's what being viable is about though. We want what you're claiming, for all killers to have that chance to beat any team long as we put in the work. That's not the case though.
M1 killers as a whole are outclassed with any amount of teamwork. Trapper, clown, and meyers will not perform as well as a blight, nurse, or oni across the board, because they're not on even ground.
The whole "if you play good enough" argument just is a simple out, as it's not an answer, it's a hollow response.
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@Lochnload_exe said:
Except for the fact that only 1 boon is good, and the rest are all horrible. They are a good idea, the only problem is that it was stupid to think that an infinite and fast medkit you can provide to your whole team would be good.
I never understood this. COH is good yeah, but so is shadowstep.
As far as exponential, and dark theory they're both very niche but not horrible by any means.
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@Somna said:
Does no one look for blood on the ground anymore?
There's enough maps where you can't even see the blood.
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@Maxitolliony said:
i have to take so many breaks because every lobby has all toolboxes, flashlights and same skins aka swf.
they need to fix this matchmaking this is so boring getting bullied every game by the stupidest things.
you ether get gen rushed, flashlighted or perk metaed that the game just feels so depressing and boring.
like they could nerf who has who, have 4 people with new parts on diffrent gens and then popping 4 gens at the start in 10 sec is just dumb and unfun.
While bullying happens, it's not the majority of most games.
Flashlights are counterable for the most part.
If you're consistently being gen rushed you might not be applying enough map pressure. What's your builds and killers been?
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@Vampwire said:
The forums aren't ready for this discussion lol. They'd rather blame SWF's than say "i messed up this is what i could've done". Unless you somehow go against survivors who play comp and never take unnecessary risks, at one point in the game you can make a comeback. I can personally attest to this by the amount of games I've won after losing 5 gens.
I think most people just feel entitled to a win. They don't want to put the effort into winning, but believe they should regardless of the circumstances. If survivors are good they're going to beat you. If killers are good they're going to kill you. Obviously there is nuance to that, but in the scenario that everyone is playing on even grounds, the outcome is clear.
Many DbD players deflect responsibility. It's not their fault they made a bad play, it's yours, and now they're going to try and spite you in anyway possible. The community has a deep rooted problem of pettiness that can often times go too far. Whether through death threats, racial slurs, dog pilling, or even some cases doxxing. The community in general around this game can be super immature and usually turns away a lot of new or older players.
While I do think there's a certain pettiness to the community as a whole I don't think that's really the whole situation in this discussion. The statement that all killers are equally viable isn't true in the slightest.
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Whats normally a setting in most games shouldn't be an entire perk. If it's a perk, it should be worth bringing. There is never a big enough benefit to having slightly bigger fov for it to enter anyone's kits aside from the nausea it can help with.
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@Valik said:
I think it's more than fine as an anti-Undetectable perk, and a reliable means to tell when the killer is approaching in spire of Obliviousness.
However, I think the perk should have its speed removed - and Blindness should be buffed.
Blindness seals your preternatural connections away and prevents you from extra natural abilities such as aura reading.
Spine Chill is fine as is. But Blindness should cause perks like this to become deactivated, as it relies on the same supernatural sensibilities.
Get rid of the speed, make it effected by Blindness.
Suddenly Fearmonger and Third Seal are more attractive picks in the mid-game :)
Interesting point. Blindness has been kinda forgotten until recently it would seem.
There's just currently nothing you can do as killer to not cause it to activate outside of walking caddycorner toward the player.
I don't like that some players can use it to just "zone out" from the game.
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"Bald af" 💀
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2908887#Comment_2908887
Yes, if you're good enough
Then why aren't they seen higher up?
It's not a skill issue, it's a balancing issue. Are you saying that those two are in the same tier as plague or blight?
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@RakimSockem said:
The game is already balanced and unviable killers are a myth.
You're telling me characters like Trapper and Clown are viable in higher mmr?
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@dugman said:
The whole point of Spine Chill is to help give you a warning when a killer is possibly coming toward you. If it didn't work against Undetectable killers it would be much less useful than I think it's intended to be.
That said I never really understood why Spine Chill also gives survivors vault speed boosts. It feels like the perk is probably good enough without that benefit and the speed boost doesn't really make a ton of sense thematically. Just my opinion though. 🤷♂️
It's okay to completely neuter stealth killers in most cases then?
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/2907950#Comment_2907950
A spine chill in horror is used to denote that something is about to go wrong, a premonition of sorts. A killer who is very well hidden would still trigger spine chill, but if a survivor is completely oblivious they wouldn't notice the warning.
Undetectable means you're not detectable though. As it stands rn spine chill doesn't really tell you something is about to happen. I've had it trigger and the killer is looking *roughly* in my direction.
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@Elcopollo said:
I can kinda get behind it not activating against Undetectable, as it does feel like complete BS from killer side gameplaywise.
But everything else (like Oblivious) should not stop it from working. Because otherwise what's the point of it even existing then? You get 10% to vaulting in a regular chase unless killer can moonwalk, is Ghostface, is Freddy or has Oblivious/Undetectable perk/addon? Sounds like a pretty non-existent value, to be honest. Not to mention that solely faster vaulting doesn't go in hand with the Spine Chill's theme, which is supposed to give you almost supernatural feeling that danger is coming (kinda like Spider Sense that Spider-Man has).
I feel like undetectable makes more sense. There's more options for oblivious to occur than undetectable. Plus then it doesn't hard counter stealth builds completely.
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@AetherBytes said:
An oblivious survivor should not be warned by spine chill, but it should still trigger on undetectable
Why oblivious and not undetectable?
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@Trickstaaaaa said:
Spine chill is not necessarily OP. I use it mainly to tune out of the game when I play survivor. Sometimes I just like to tune out in the background to listen to the T.V, or a video. It's a casual perk to allow me to focus on other things since it's boring to sit there and focus on a gen. If the perk where to get nerfed again, I wouldn't play as much honestly. It's a must have perk for me when I'm playing survivor. And I'm not really a person that likes "jump scares", I'm more of the faint heart per say.
But this game is designed as a horror asymmetrical, it's not supposed to be something you should just be able to ignore. I wouldn't say it's OP, but it neuters killers designed to play stealthily.
It's a very passive perk, yes. That's what makes it good, you can know if the killers coming. But that doesn't mean you should be able to just tune out, do you disagree?
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@Hi_Im_Chucky said:
Go to Custom Game, pick Survivor side, then look at the different flashlights and flashlight add ons. If it feels like you can’t see the light it’s probably because they brought in the best stuff that basically insta-blinds you~
Definitely didn't see the light, but they did blind fast. I'll have to check that out, thank you.
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@[Deleted User] said:
I wouldn't go as far to call it a "Karma perk". When I play survivor, I don't "bully" the killer and I get the same treatment by the killer as a survivor that was being a "bully" if this perk pops. I'm not saying I deserve or want different treatment, I'm just saying I don't know where the Karma comes into it.
They're saying when the survivors are bullying you or acting in bad taste, they use it as a sort of "F you" perk
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@Aven_Fallen said:
So, you were bad all game and because you got 4% more Movement Speed and an Insta-Down, despite failing, you suddenly feel good?
Yikes.
Don't gotta be bad in some cases to let a match fly. Play the wrong killer on the wrong map, and things get increasingly worse.
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@AnneBonny said:
This is literally just off the top of my head but what about like a passive healing mechanic that stops when in chase or terror radius? So you can heal while repairing but at a slower speed than normal or something.
Absolutely not, unless you could actually counter this. As it stands you can't stop a boon from existing unless you actively hunt them down. That'll cost you a match.
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@TheSubstitute said:
Here's some of my opinions that seem to get a strong reaction.
1. I like vsing Bubba and Myers (when Mikey brings the good stuff). They scare me which reminds me of how much fun beginning DbD was.
2. NOED hurts both survivors in the short term and killers in the long term.
3. NOED and DH are both used for the exact same reason; overpowered compared to other perks, low risk high reward, and have a low skill ceiling to get maximum effect.
4. The game should be rebalanced to make camping, tunneling and gen rushing all less effective. DbD is the most fun for the most people when there are multiple hooks and chases.
5. Nurse and Blight represent standards of effectiveness to which weaker killers should be buffed. At the very least, weaker killers should be buffed to be closer to Artist's and Spirit's level.
6. Solo survivors need information buffs to bring them closer to SWF level. Then killers can be buffed to SWF levels. I don't know if this qualifies as unpopular since the devs are planning this one but I put it in anyway.
7. It's okay to lose a game. It's not a big deal.
8. Most players will never be as good as someone like Otz who is naturally gifted and does this as their job. That's perfectly fine; people don't need to overly take pride or worry so much about their skill level in a video game. It's just a video game.
9. 50% of the frustration and complaints with Dbd would disappear if the developers would do things such as put a one second delay on the second crouch animation and remove flashlight macros.
10. There are legitimate complaints about gameplay for both the killer side and the survivor side.
How about yours?
Honestly you hit most of my opinions. You just made me smile.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/319321/what-should-determine-a-win
Pipping up, as others have explained, has less to do with winning or losing and more to do with time investment.
In terms of MMR, I'm okay with the way killer works.
Survivor...I think needs to be more nuanced, but it's really complicated. What exactly constitutes 'winning' as a survivor?
For killer, I don't like that having multiple hooks helps more with pipping. You'll get more for hooking as much as possible. Although I do understand that encouraging more hooks can hopefully help with face camping.
Survivor I've seen people throw around the idea that it should be based more on how many escape, making it more team oriented. While that makes sense, what do you do about the dude who just dc's or dies on hook because they gotta go?
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I had a basement Bubba who just hid his face after getting a pallet dropped in his face. He wouldn't come out.
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Add ons, are awesome. Glad you can actually use more than a few.
As for the "rework" I think he shouldn't lose his power by someone on hook or on the ground. The lean mechanics need to be adjusted and hopefully they will be.
Aside from that, maybe cd reduction but I think it's in a good spot long as he's not knocked out of it for doing almost anything.
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2905538#Comment_2905538
Ohh, getting grabbed is absolutely "not fun" for sure.
Had it for the challenges.
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I had a leaver last night after I gen grabbed them. Like, it was instant.
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/2904144#Comment_2904144
You're right its not, But honestly I see it more when people bring in flashlights, which i guess is a way to go, But I personally have been running lightborn lol. I love the perk
It's definitely a much better and more amusing counter lol
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/2903923#Comment_2903923
out of about 10 games give or take I run into it like 3 or 4 times. which i get isn't a HUGE number, but I did notice that more killers (that i play against) are using it more.
That's way more than I've ever seen. Maybe 1-2/10. It's not a particularly fantastic perk.