KeonLennedy
KeonLennedy
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- KeonLennedy
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@bermudinskas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786419#Comment_3786419
Yeah I don't think it will change. Well, I'm trying to get better and there are days where I really do well, have fun etc but when I think of it it's just cause of a bad killer, like an awful one. So can you really progress playing against bad killers? idk…
If you want one huge tip, the thing that helped me improve as both Killer and Survivor was actually by playing more of the other role. When I play Killer, I notice the things good Survivors do to outplay me and so I try to copy them when I play Survivor, and vice versa when I play Survivor. So whenever I'm playing Killer or Survivor I'm thinking more about the other side and imagining if I were playing them right now, how I would look to them, and try to do the things that would trip me up if I were them. I don't have the best mechanical skill like some players, but I really enjoy good mindgames, and that's how I have my fun and improve. Try to find your strengths and focus on those. You can't be good at every aspect of the game but you can find your niche. Good luck.
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I have around 2k hours and it has never been as bad as it's been the last week or two. I think it's post 2v8 syndrome. The people that liked it want to continue playing but hate 1v4 and they're taking that out on everyone else. It's the only legitimate explanation I can come up with. My SoloQ Survivor games have become completely unplayable and I'm noticing it from the Killer side as well. The only teams that even play the game anymore are just SWFs. I'm actually happy to run into them now whereas I used to dread them, because at least I'll actually get to play the game compared to everyone throwing and giving up in 2 minutes. It's insane.
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Well imagine if you stomped every game and mastered a Killer in your first game playing them. That would be pretty boring and meaningless, wouldn't it? The fun is in the journey. You can't let a few rough games your very first time playing get to you. If you're not having fun, just take a break and change your mindset and try it again with a new perspective. Don't take toxicity personally, it really doesn't mean anything about you negatively as a person. Just a bunch of kids being immature or just having fun to themselves. Focus on your game and not the other side judging you, just have fun on your own terms. Good luck and keep at it.
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@bermudinskas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786279#Comment_3786279
Well if you have 10k hours in the game or something I'm sure you think this and it's adequate. I only have 500 hrs so far and I feel like I'm not that bad for that amount. Yes, there are a lot of survivors who throw the game but we're talking about solo q, can't really pick and choose. All I'm saying that at the beginner lvl the game is definitely on the killers side. I'm not talking about swf games with actually experienced skilled people versus the same experience opposition killers. But I can clearly see that at this moment if I play the killer it's like 80% easy wins versus when I play the survivor which is 80% frustration which includes bad teammates, trolls, campers, tunneling, players that are just so toxic they won't finish the game they just torture you and waste your time.
I agree with you, at the beginner level Killers do have more of an advantage, but you'll find the more you play it evens out. I'm around 2k hours and things evened out for me around 1k hours. The most consistent disadvantage for me in SoloQ starting with 1k hours is having toxic teammates that throw and that hasn't changed from 1k to 2k.
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Not every SWF is a highly coordinated super squad, they're just friends grouping up, no need to penalize their queue times like that. You have to accept that not every game is going to be winnable or fair. Just see going against the sweat squads as an opportunity to learn and experiment, take the loss and move on to the next game. You have far more control over how you react to the match as a Killer than you do as a Survivor, so just make the most of it. Playing Survivor in an unfair situation feels a million times worse than dealing with it as Killer.
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I really don't understand why people act like Trickster is some kind of anomaly and "so difficult to face" when Huntress is far worse than him. As a Trickster main I find him easy to verse, just don't get caught out in the open if you know you're versing him and if you have to be out in the open, you have to accept that you're going to go down and you need to drag him away from your teammates. As long as you find any kind of cover or have any kind of exhaustion Perks that give you distance you're golden. He's really not that big of a deal, especially if he doesn't have that brown throw rate add-on.
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I understand why people feel like it's a silly pity kill system but honestly, if the anti facecamp were still enabled then it would simply be a pity escape system instead. The gameplay loop in endgame is changed from the rest of the match, if a player was hooked then the objective now becomes about the other 3 Survivors needing to coordinate a camping Killer to make the save, which tbh leads to some really fun and intense endgames. If that wasn't an aspect then every endgame would just be an easy free escape, and that would be much more of a guaranteed pity system if you ask me. There's many scenarios where a Survivor can avoid being hooked in endgame. If the AFC were still enabled, there's literally nothing a Killer could do to prevent the escape. So yeah, if we're talking about a pity system… enabling AFC during endgame would be much more the definition of a pity system than having it disabled.
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At the very least the lullaby visual terror radius should go off when she's phasing. Would change nothing for players who can hear but at least provide some kind of notification to players who are hard of hearing. If Sadako has to deal with the visual terror radius lullaby I don't see why a change like this would impact Spirit at all. It would at least be something without giving much of an advantage.
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It's not the Killers, it's your teammates. A team with 4 competent Survivors who are putting any remote effort into winning have a huge advantage over one lone Killer of a relatively equal skill level. All it takes is one Survivor to throw for the match to be unwinnable.
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I think Xeno is fine and quite fun, I just wish they didn't mess with his tail attack cooldown after he was released. It feels very bad to miss and it feels nonsensical that the cooldown is so long just when getting rid of turrets. I also think it should be easier to track Survivors while in the tunnels considering it's one of his own unique traits, right now it's a bit more trouble than it's worth. I also think the control station locations need to be better.
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This is already the problem. Killers play sweaty to win, get into higher MMR than they should be and therefore MUST play even sweatier in order to have a chance. Also doesn't help that over half of games Survivors will throw and ragequit therefore unfairly pushing Killers to even higher MMRs when they didn't even play sweaty to begin with.
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At the same time gen rushing is.
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I'd like it if we could teleport to TVs that are powered off but they spread 0 Condemn and partially reset the TV's cooldown. So at least we still have mobility but at a cost. Also involves some decision making, do I teleport for mobility or wait for it to come off cooldown so I can spread Condemn? There would need to be a color indicator to tell if a TV is off or on or not though so there's no guesswork involved.
I also think holding a tape should have a timer for the Survivor. If they don't insert the tape to remove Condemn for a certain amount of time then they lose the tape and have to retrieve it again. So that way Survivors can't just hold on to tapes until just the right time they need it.
And I think more than 3 stacks need to be locked in when a Survivor is hooked. 3 is useless. By the time it's relevant a Survivor is on death hook anyway. Make it lock in 4 or 5.
I also think it's a bit silly though how her Condemn spreads on every Survivor near any TV. Maybe make her spread more Condemn to Survivors that are near the TV she teleports to, but less to Survivors that are near other TVs? I prefer Sadako 1.0 over this honestly. I also would've preferred a slightly toned down Sadako 2.0 over current Sadako because at least then she was a little more consistent. Right now it feels like I just either stomp or get stomped with very little in between. Kind of boring.
Edit: Oh and of course most important of all, please fix the horrible TV spawn locations.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786251#Comment_3786251
The issue with pop/pain res is that they suffer from success. They implement the most healthy working formula for regression: reward killer for winning chases&getting hooks (ideally separate) which, inevitably, results in these perks being better when used with killers that exceed at doing their basic job already.
Slowdown perks that dont require you to get hooks resulted in excessive slugging.
Slowdown perks that dont require you to get downs resulted in hit&run and killers never truly committing to chases.
Slowdown perks that require killer to just kick gens to make them work resulted in killers endlessly kicking gens
Slowdown perks that dont require killer to do anything result in killers camping/tunnelling even more freely.
Slowdown perks that required killer to get a kill for them to work resulted in killers hardtunnelling a targeted person.
Current slowdown meta is the best we can get. It just works better on meta killers and remains useful in 3v1 (doesnt even become better, just remains useable).
Either you have perks that reward killer for winning and then killers inevitably start snowballing most games with them or you have perks that give killer value regardless and you have killers getting clutch wins with the perk value.
I feel like to me personally the issue is slowdown in general. IMO gen slowdown and gen repair speed buffs should both be gutted and gen speeds should just be standardized and consistent so the game can be balanced around other things instead. I never run slowdown because I find it to make games extremely boring, like even if they helped me clutch a win against a super sweaty gen rush squad I didn't exactly have fun stressing in a match like that, whereas if I hadn't steamrolled a below average team with my slowdown Perks that probably would've been a more fair, chill match. But that's just how I like playing. I understand why other players feel like slowdown is a necessity. I just think it shouldn't be THE meta period.
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SoloQ Survivor is unplayable now thanks to toxic teammates. I don't even care what a Killer does anymore. Having to deal with babyraging SoloQ teammates makes the game literally unplayable. I wish there was some way to group up in game with like-minded players that actually intend to play the game. I've tried only but no one is interested or responds. And it's a pain if you don't already have friends that play because it NEEDS to be a full 4-stack. All it takes is that one SoloQ jerk to ragequit in the first 2 mins of the game to ruin the entire match, doesn't matter if you're in a 3-stack or 2-stack. Seriously sick of playing Survivor because of these horrible teammates.
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They're bad design IMO. They're only relevant at the very top level when both sides are equal, but in most normal games, they either help a Killer win more when they're already at an advantage therefore making below average squads have no chance of a comeback and they just get 4k'd at 4-5 gens, or they're completely useless against super SWFs that rush 4 gens before a Killer can even get a single hook anyway.
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They're my two least favorite Killers to play. I'm excited for the Knight changes though which should make him feel much more dynamic and fluid. I hope they can put Skull Merchant in the same direction. She feels like she has no identity with the way her power works currently and it's not very engaging.
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Slowdown Perks are more boring me to play as as Killer than they are to face as Survivor. All that happens when I stack slowdown is that I roll over average teams I could've had a chill match against, or I lose instantly to sweatlord tryhard Survivors anyway and the slowdowns don't do anything. So it's just "win more" against average teams or "lose anyway" to the skilled teams. Completely meaningless and boring. Having a match be over in 5 seconds or dragging out unwinnable matches for 30 minutes feels like garbage, even if I win anyway I never enjoy winning using slowdown. Absolutely boring. All slowdown and gen rush Perks and items should be removed from the game entirely so that gen speeds are consistent and standardized and we balance around other things. Slowdown is so mind numbingly dull.
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The worst aspect of playing Survivor to me is the horrible SoloQ teammates. And by horrible I don't mean being inexperienced or a lack of skill. I mean babyraging brats who ragequit as soon as the match starts, go afk, or sandbang and team up with the Killer. I can get bothered by Killers' playstyles but they are far less frequent and also less aggravating than dealing with toxic teammates. Yet it's impossible for me to find people to group up with to form a 4 man SWF every match, because as long as there's even one SoloQ teammate, they're going to ruin the game. It's actually insufferable.