Notretsam
Notretsam
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I don't get this community, I really don't get this playing community. Survivors complain when killers get something good, killers complain when Survivors get something good which let's be real, it's mostly survivors that get the benefit of chapter releases.
THERE IS NOTHING WRONG WITH THE MID-CHAPTER RELEASE
Solo Queue is meant to be HARDER, it's meant to be TOUGHER and nothing has changed in solo queue, it is still tougher to do and it is still fun to play.
Killers have been tunnelling and camping for longer than I played for, its not a new thing that suddenly happened after the mid-chapter release. Killers who are doing it now, well meh to them and off the record should not disable after killers lands an attack on you, that sort tunnelling and think that was the plan but PTB stacking happened.
This mirage of something wrong with the mid-chapter release is nothing more than survivor's mains whining because for once killers got favoured in a chapter release. This was a brilliant mid-chapter release, there are some perks I don't agree with being changed but it shook up the meta just like it was attended to. The reduced grind and quicker path to playable characters are fantastic.
Seriously starting to believe more and more that the biggest problem in DBD is the community of people who play the game.
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I haven't read every comment here because I just don't have the time to, this is a drive-by reply. However, I wanted to see if there was any post about tunnelling and here is one.
BHVR just simply needs to change off the record so a killer hit no longer disables the perk, only way it is disabled is if you do one of the conspicuous actions, so it's a guaranteed 80 seconds of peace after being unhooked.
Would it be too strong? nope, only if you want to tunnel and it's disabled in the endgame.
Would it be abusable by survivors? For sure it would and we saw it on the PTB how it goes, it's annoying but they don't get gens done
Would it end tunnelling once and for all? hell yeah, it would
it's not like players have been warned about the negative impact of tunnelling, so if they won't stop, then fine it's on them that off the record exists and can't be disabled by a landed attack.
I'm not against what Scott Jund suggests and all for it being added, but off the record is a better choice to go with imo.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3083600#Comment_3083600
Well they did say that endurance wont work while in deep wounds i haven't actually mended to see if it stays active but i think mending your self is a conspicuous action but maybe if a teammate mends you you could tank a 2nd hit
I'm pretty certain the deep wound was added due to how players used the perk on the PTB, but that doesn't help counter tunnelling as you can't mend while being chased.
I think perk was attended to hard counter tunnelling but players on PTB abused it and therefore ruined it for all.
It should have deep wound taken off, as yes, survivors abuse it and it sucks but there not doing gens, so it hurts them more than killer. However, tunnelling hurts all players and the game as well.
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lol With hindsight, it does sound totally silly to think that but there was nothing in patch notes about it. Also, I watched a lot of content creators' vids on the patch and I never heard off the record would disable after the first hit. I wondered about it but I just presumed it be in patch notes or I hear about it somewhere. Since I didn't, I actually thought it wouldn't disable and I don't think it should disable.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/3080554#Comment_3080554
Well, camping's the weakest part of DBD, which is why giving killer more pressure during the end game would make the game more interesting rather than it becoming really boring once all the generators are done since either the survivors all leave or they try to rescue and potentially throw.
Actually, there is a skill in camping in the endgame and it's not the weakest part of the game, I can understand thinking that when gens still to be done, as the killer knows that just standing at the hook will either
a) delay other survivors doing gens by trying to save the person on the hook
b) they get a free 2nd hook stage or kill.
A or B is free and it's weak.
It's different in the endgame because you don't have the safety net of gens still to be done, and you will have all remaining survivors' body blocking after unhooking. You have to track all remaining survivors and then you have to time when to hit one of them, so you have time to recover and still be able to get a down, therefore exchange a hook. There is also the tactic of trying to grab a survivor when they go to unhook which isn't an easy thing to time. If you make one mistake, then pretty much all remaining survivors are out and that is game over.
Also, as I said before, there really is no other option for the killer in the endgame, as typically exits are so far apart and usually, there are a bunch of pallets in the way, if you take time to break the pallet, its enough time for that survivor to reach an exit and certainly time for teammates to get in position to body block.
There really is a big difference in the mindset of a killer who camps when gens still to be done or a killer who camps in the endgame. Also, there is a lot of positive and strategic gameplay for both sides in endgame camping. With perks like DS being disabled and changes to NO ED, it has become even more interesting for survivors now.
lol sorry for the long post but my PC tied up rendering 3d images, so I had time to waste and figure I explain the strategy side of endgame camping.
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Been trying to see the issues everyone has with Legion and Plague but I just don't see it, thanatophobia is a frustrating perk for sure and Legion and Plague would get a lot of value. However, Thanatophobia is frustrating on any killer but it helps to give killers outwith Blight and Nurse a chance to compete, especially killers like Legion and Plague.
I'm an instinct player and react to what I see, so a Clown is very frustrating to me if I can't see, then it much tougher for me to loop. I get frustrated with Cenobite as I also rely a lot on the audio of killers to help in chases, most killers have an audio sound when there about to use their power or are using power(legion), but Cenobite doesn't and that is frustarting to me.
However, I don't think Cenobie or Clown should be changed, even though there frustrating, I still like the variety of the killers.
Some perks are just stronger on some killers, it's like Corrupt being nerfed because it was too strong on high MMR Nurses and Blight, it shouldn't have been nerfed, just like Legion, Plague and Thantopobia shouldn't be changed.
I do however agree with the Huntress hitboxes that Glow mentioned, they're frustrating and need to be reduced.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/3080414#Comment_3080414
Well, the alternative would to make the doors decay and/or close after like 30 seconds and require being opened again.
I do think the endgame needs an update and an overhaul, but there is no issue with camping in the endgame in my opinion and that is why I think the proximity to hook penalty should be disabled in the endgame.
You're suggestions appear to be designed to eliminate camping in the endgame which I just can't get on board with.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/3071954#Comment_3071954
I think hooked survivors should just die instantly once the EGC starts.
I don't know about that, I like that there are essentially 3 matches in 1, the jog to 1 gen, the sprint to do the last gen and the endgame play.
That idea would essentially end the endgame play of the killer defending a hook and survivors trying to save their teammate, something I think a lot of survivors and killer mains enjoy. It is good to have a variety of gameplay in a single match.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/335899/very-disappointed-in-off-the-record
I really thought this would be an anti-tunnel perk that literally ends tunnelling but it doesn't, that is highly disappointing BHVR.
that is the problem. you cant end tunneling there is really just no way to do that because ending tunneling would mean a perk or base mechanic thats 100% prevents the killer from harming the unhooked survivor until the survivor does one of the deactivation actions or another survivor is hooked.
that would be just a mess because you could then block hits for the other survivor but if they make protection hits deactivated it you would have so many times where you didnt even tryed to protect but the killer came from the right side so the game treats it as a protection hit and so on that would be just a mess and a big invation to a ton of bugs
You're 100% right, survivors would abuse it and some players are always going to try and find ways to tunnel, there still needs to be "something" that ends tunnelling once and for all, as it really does a lot of damage to the game. Right now, it's increased again and maybe the frequency of tunnelling will reduce as it has done so in past, but I really hoped off the record would be that thing to end tunnelling once and for all.
Also, I don't see the point of changing borrowed time when you just going to change another perk into essentially what borrowed time was but longer.
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@cessy said:
This comment tells me you have no idea of the game... Some Killer need green or purple addons in order to have at least a small chance vs a swf..
well, you didn't quote me but presume you meant my comment? I have faced swf before and I have owned and been owned by them, I play with and without addons, and I rarely use anything higher than green.
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@FunCat said:
THis change is the worst change since this game was launched.
With the old prestige system, you was able to stay at a level 50 bloodweb to have better items.
Now you are forced to prestige everytime you reach a level 50 bloodweb and you have level up the bloodweb again and again.
It's surely better to have perks, but if you need specifics great addons (ex: long range for the nurse) you must spend 500 000 bp before starting to see good addons in the bloodweb.
I had 2 000 000 BP and needed the long range add on for the nurse,
I had stiil the old bloodweb but didn't have this add on in iit.
So i was forced to prestige and start to level up the blood web, wishing that i will not wait too long to have my so desired addon on the bloodweb.
I spent more than 500 000 BP befaore having this addon and after I competly leveled up the Bloodweb to 50 and prestige again, i spent again 1 000 000 BP.
I only had 3 of this kind of addon with 1 500 000 BP .
So maybe you have now better chances to get perks, but you will struggle to get good addons because you will be most of the time in bloodwebs that have only crap such as the one from level 1 to level 40.
If you need to have your characters all filled with all perks it's then good for you, but it will be a nightmare for you to have good addons for all your characters.
I don't think lot of players are playing with all the characters.
II think most of the players have preferred characters and will be happy to have now all the parks available without to have to level up all characters.
But now it will cost a lot to have a purple flaslight once you will be forced to prestige.
I hope they will give better bloodweb for the low level or i think i will do as lot of other players and also as I did last year,.... stop playing this game AGAIN.
as a content creator, I want to play a variety of characters as I feel IMO, it is better than the same killer/survivor all the time, so it benefits me greatly.
I've generally always tried to avoid using high addons and relying on them, I stick with yellow or below because I figured green and above are tougher to get, so if it is tougher to get the really good addons in new system, then I can see why that would make the new system seem worse.
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@Babalonkie said:
Here is a actual scenario that just happend...
I just hooked someone and the gates have just been opened...
I now proximity camp the hook.
Survivor comes along and tries to unhook, i grab them and throw them on the floor, another comes along and tries the same thing immediately after i dropped the survivor, i get another grab and throw that survivor on the floor. I now chase the remaining survivor and get them too.
4K's.
Yet if i was "Mature" and "took the loss" i would of had zero kills.
Camping is and can be valid and those who moan about it are the actual ones who should "be mature and take the loss".
yeah, you can turn a bad game into a really good game with strong endgame play, I went from 0 hooks to Adept Onryo and 4k but I also did really well with Shape and got 3 hook exchanges, but then got severely punished by the proximity to hook penalty and I'm bringing the thread back to that, after all, my suggestion is to remove that in the endgame but it going towards camping yes or no.
@HeyItsQuiet said:
https://forum.deadbydaylight.com/en/discussion/comment/3072300#Comment_3072300
Dang it's crazy how I'm not even going to bother reading any responses that condone camping outside of fighting an aggressive squad farming hook.
Anyway--
I never bothered reading your response due to my reaction to the first part of your response, how anyway can't see the difference between hard camping during the endgame and hard camping during the match is beyond me, but you being you, even if you're wrong.
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3072287#Comment_3072287
Playing ANY game involving other people, whether it's a video game, or a board game on family game night, and you act in a way that intentionally annoys the other participants due to your own behavior... that's the definition of poor sportsmanship.
It's easy for people like you to forget that everyone involved in a game is a person, trying to have a good time. Just because two people are on the opposite team doesn't mean they're enemies, and it doesn't mean it's alright to behave poorly
You're 100% right if they had said there was nothing wrong with hard camping or tunnelling at any point in a match but they didn't.
They agreed with me that there was nothing wrong with camping/tunnelling in the endgame, there is NOTHING wrong with that, survivors have had their fun and this is a different style of play to round the match off.
Laluzi stated it perfectly above what were saying and why there is nothing wrong with hard camping in the endgame. I'm not saying it's OK for killer to face camp but being at the hook in the endgame is fine, it's legit the only play a killer has if there are 3+ survivors left in the match.
Also as a general reply and not to the above comment, there are 3 types of camping
1) face camping = killer stands in front of the hook and just stares at killer
2) hard camping = killer stands near the hook but is moving around keeping an eye out for other survivors
3) proxy camping = leaving the hook, coming back after not finding someone as they know someone going to unhook
I'm against face camping at all times, hard camping while gens are still to be done but not in the endgame, nothing wrong with proxy camping as long as you don't tunnel a person off-hook
Proximity to hook penalty should be disabled in endgame so it doesn't punish hard camping, but it should be increased to punish hard camping while gens still to be done.
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@HeyItsQuiet said:
https://forum.deadbydaylight.com/en/discussion/comment/3072043#Comment_3072043
Yes, I play the game, and still manage to secure kills or end the game with good sportsmanship without facecamping. Facecamping is for zero-skill players who can't handle the loss of one hook and either don't have the ability to effectively end the match before the gates are open, or know they are unable to pursue any other remaining survivors. It's a garbage play and camping hook with more than 1 survivor remaining should absolutely be penalized. Period.
TL; DR learn how to control your maps with all these shiny new killer buffs y'all just got or take the L with grace and say your GGs.
I read your first line and rolled my eyes, that zero skill and good sportsmanship are reserved for killers that camp/tunnel when gens still to be done, in the endgame, survivors have had a match and their fun, I get kills as well by playing straight up and even 4k before the endgame. That doesn't mean I'm not wrong about the proximity to hook penalty needed disabled in the endgame, which is what this thread is mainly about.
I can't believe someone is actually arguing over such a simple change, the playing community is the reason why this game is in the shape it is and this mid-chapter release hasn't fixed anything.
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@HeyItsQuiet said:
https://forum.deadbydaylight.com/en/discussion/comment/3071904#Comment_3071904
It's really not though. DS is no longer applicable. Keep downing survivors, use Blood Warden for the hits, or force them out. Or, and hear me out, win the match before the gates are powered since gen speeds have been slowed down per Killer Main™️ request. It's not that deep.
Imagine wasting your time playing Standing Still Because I Got 1k Simulator when you could be pursuing extra hits. Lmao.
win the match before the endgame? do you even play the game? do you realize how fast gens can be done before a killer can get 4 hooks never mind 8-12 hooks? new increased gen speed hasn't changed anything before you try and say that.
Most players on both sides actually enjoy the hard camping play in the endgame, it really is not a big deal and why proximity to hook penalty should be disabled in the endgame.
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3072029#Comment_3072029
There is absolutely nothing wrong with securing a 1k out of a losing game
There's no gens to defend and gates get 99'd. Unless you're a high mobility killer, you aren't getting much more.
1k is still a loss but I have no issue camping as for me, I can maybe turn that 1k into a 2k for the draw and sometimes been able to turn it into a 3k for a win.
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I'm astonished to see complaints about this new system which is phenomenal, although I must admit there shouldn't be any BP cost to prestige but still, it's excellent.
@cessy said:
Agreed, its ridicoulus how many BP you need for some purple items...
rare items should be rare and hard to get
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yeah, completely disagree here, the grind was never how many blood points you need, it was how long it took before a character was playable.
This new system means characters being ready to play is much faster, you use BP to get characters to level 3 with the best perks and unlock them for free on all characters. The value you get from blood points now is amazing, I went from really only having 1 survivor and 4 killers with a lot of perks to all killer and survivor characters being playable now.
The whole blood point grind hasn't changed thing going around is a myth.
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I've complained about both things you mentioned as well, so here are my thoughts on why I complained.
1) gen rushing
I don't blame the súrvivors for this, I blame the developers as they set up the game the way it is and even with mid-chapter changes, gens will still get done really fast if survivors use prove thyself and toolboxes. For the most part, this doesn't make me mad but I sometimes question survivors after in chat what the challenge is in using prove thyself or toolboxes, then get accused of being mad and told they just using what is in the game, which is true but just because something in-game doesn't mean you have to use it.
2) Having fun with a killer (goofing around builds including what you saying and headon builds)
This is one that annoys me the most, I didn't sign up for it and you as survivors are making the decision for me on how to play the match. These types of builds are never fun for the killer, it's frustrating and feels like survivors are deliberately trying to make you rage quit and mad, which is true most of the time. Some might be ok with it but I'm certainly not, this is the survivor equivalent of a killer who tunnels and camps, trust me, I'm more likely to camp/tunnel if you do this to me, if not, then I play chilled and in a fun way.
As for what killers want, can only speak on behalf of myself and no one else.
I want to chase a survivor, win that chase eventually and hook the survivor, then snowball into another chase and hook, and so on. I know gens are going to get done and sometimes it happens really fast. I'll defend gens but for the most part, I wanna enjoy chases with a survivor, not have all survivors harassing me and constantly around because they running a goofing around build.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3021486#Comment_3021486
I have over 1,600 hours in the game and I've never had much difficulty when encountering the Saboteur perk. Sabo builds simply are not that effective - and such a change does not greatly increase its potency in the least. We may have to agree to disagree on that.
I agree with you ultimately - I don't like it when perks have a built in self-destruct. It is an unfun and purely negative Band-Aid approach to balance the developers are moving towards, which is concerning. That being said, I think that Corrupt is powerful enough that this will not matter much. Its potential value remains untouched, and its minimal value is still strong enough to warrant the perk slot. I wish it was a different direction, but it's a reassuring thing to know the perk will be far from dead.
yeah but let's be real, there are some players like you with the experience to deal with it, but imagine new killers dealing with saboteur, body blocking, blind save attempts and oak offerings increasing distance. We want people to be motivated to play killer and stay motivated, this doesn't help with that at all. Hense, why I feel something needs to be done and removing the saboteur altogether is what I think should be done.
also, there are only 4 scourage hooks on the map and on large maps, you can get bad spawns, therefore barely ever getting to one. saboteur is now like a warning system for an SWF on what area of the map to loop because there are no scourage hooks there.
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@Valik said:
Corrupt Intervention ending earlier isn't much of a swan song, although I wish it had a different direction - it is more than fair to have it end early given its evident potency.
Saboteur is far from a strong perk, and this tiny little update will not pull it out of the quagmire of mediocre perks. This perk should not be removed from the game, it should be worked to make sabatoging hooks far more rewarding.
Botany Knowledge is broken, though. A 7% buff would still be profound given the nature of the meta. Making the perk 50% more effective than previously is insanity. There will be backlash from this - either directly form the community, or indirectly with very unhealthy gameplay rising in the trials.
it seems u looking at saboteur perk only which is fine but when combined with oak offerings, body blocking and going for blinds it's a huge problem, we all know the bully SWF squads do this and this perk is part of it, why it needs to be removed completely.
never get me to agree on corrupt deactivating not being a punishment for getting value, it's like another perk deactivating when you get value.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/3018283#Comment_3018283
Let's make this perfectly clear. The goal of this update is to increase the value of subpar perks and reduce the value of perks that offer too much value. Corrupt was not some mid-tier perk, it gives way too much value to killer. Killers got many many base kit buffs. It stands to reason that these changes for killer have to come with the cost of reducing the value of the best perks that they can run.
that is a fair point, killers did get a lot of love but I am still not a fan of being punished when you successfully get value from a perk you running.
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@Mozic said:
As Otz put it, Corrupt Intervention exists to help killers who need help in the early game. If you down someone, you no longer need help in the early game. It's a smart change, I think.
As for Sabo, I think it gives the perk some additional personality and adds a counterplay avenue to scourge hooks.
And as for botany knowledge, 50% may be too much, but we'll see. Healing speeds are in a constant tug-of-war and its probably normal for it to shift up and down over time just to keep the balance in flux.
Overall, if there's three problems with the upcoming update I wouldn't make it these three.
Otz is right that Corrupt exist to help killers get off to a hot start, getting an early down then can be snowballed into more value from that perk. Why should I be punished for successfully using the perk? the answer is a perk should never punish the player for getting strong value from it and the changes to Corrupt punishes the killer.
edit* you actually said Otz said corrupt exists to help killers in the early game, true and it still helps killers like trapper to setup and most of them wouldn't get 2+ downs, but it shouldn't punish the killers who could get 2+ downs.
What is the counterplay for killers dealing with an SWF squad who uses an oak offering, and tries to blind you with 2+ flashlights, sabo hooks and body blocks? There is none, you're most likely not getting that hook and not going make it to a scourage hook on a big map for certainty.
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@VLight said:
I love nemmy boy, and while I don't think he needs many changes, there is one change that I want him to have so bad.
Give Nemesis the ability to damage generators with his tentacle, as well as snuff Boons. The tentacle will work like a normal kick, so Pop, Dragon's Grip, Overcharge, etc. will still activate. If the Devs do this, Nemesis will be the perfect Killer for me, and he'll end up saving a lot of time, which will directly improve his map pressure.
I like this idea and Nemesis first tier should be basekit as well.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2994704#Comment_2994704
To be fair to flashlight pallet blinders, you get a decent amount of bloodpoints for blinding the killer. That alone is enough of a reason to do it.
no, it's not and if it does give a decent amount of blood points, it shouldn't, there is no skill in blinding a killer who has no way to counter when they commit to breaking pallet. blood points should be rewarded for things that require skill or is an important task, as I have already proven a number of times in this thread, blinding at a pallet isn't essential to a survivor's chances to make it to another pallet.
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@DemoMan said:
Ok so crazy concept there exists sound effects to track for and no Iron Will is not an excluse cause you can still hear footstepts and also you have The ability to look down to not get blinded after
@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/2994288#Comment_2994288
yeah, flashlights are for saving a teammate a hook state or against specific killers (Artist, Wraith etc), they're not really needed for blinding killers at pallets. We all know holding W is very powerful, so survivors can easily make it to the next pallet without blinding which is why I feel it's toxic, as most survivors know this but do it anyway to annoy the killer, so they keep chasing them.
I really don't see any harm in preventing flashlights from working at a dropped pallet, it may interfere with some blind saves if there is a dropped pallet nearby but I'm sure BHVR can detect when the killer is on one side and surv on the other side, then have entity block flashlight usage then and only then.
I can easily throw lightborn on or infectious fright or franklin's demise when I see flashlights in the lobby, but the flashlights that always get me are the ones survivors get in the chest, now there is a perk that guarantees survivors a flashlight from a chest, so they're more readily available and further adds to the frustration of pallet blinds.
it would be nice if people actually read my posts before replying, I presume you haven't as already replied to you in my posts
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2993487#Comment_2993487
To be fair, the original post was specifically complaining about flashlight blinds while breaking pallets which is honestly their weakest use. Blinding during a carry is much more effective, if they can land it of course.
I agree though that flashlight are weaker than tools and medkits. I'd much rather go against survivors who carry a bunch of flashlights than ones who all carry tools and meds.
yeah, flashlights are for saving a teammate a hook state or against specific killers (Artist, Wraith etc), they're not really needed for blinding killers at pallets. We all know holding W is very powerful, so survivors can easily make it to the next pallet without blinding which is why I feel it's toxic, as most survivors know this but do it anyway to annoy the killer, so they keep chasing them.
I really don't see any harm in preventing flashlights from working at a dropped pallet, it may interfere with some blind saves if there is a dropped pallet nearby but I'm sure BHVR can detect when the killer is on one side and surv on the other side, then have entity block flashlight usage then and only then.
I can easily throw lightborn on or infectious fright or franklin's demise when I see flashlights in the lobby, but the flashlights that always get me are the ones survivors get in the chest, now there is a perk that guarantees survivors a flashlight from a chest, so they're more readily available and further adds to the frustration of pallet blinds.
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@AnchorTea said:
Run Lightborn.
I already answered this in my first post, you can do this but at the cost of not being able to slow down gens.
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@Lentara said:
https://forum.deadbydaylight.com/en/discussion/327682/remove-ability-to-blind-killers-at-pallets
Killer miners will never stop complaining about stupid things. in 70% of cases, the killers win and kill at least 3 survivors, for the survivors there are fewer blood points. to win you need to have as many as 4 people who know how to play well, unlike when you play as an assassin and you rely on yourself. and many other things but yes, let's nerf the survivors even more🤡
@[Deleted User] said:
The entire pro-strat for doctor is abusing the players inability to function during character animations.
Killers can get huge validation hits during survivor vaults.
Killers can pull survivors off of unhooks and gens even AFTER the character animations has stopped but control of the character hasn't been started.
How about you learn to avoid flashlights? Don't break pallets if the survivor your chasing has a flashlight? Your embarrassing the whole killer main community.
wow nerf survivors more? survivor gameplay needs a massive nerf as it is super survivor sided this game
I still stand by what I say and just because you don't like it, doesn't mean I'm not right about blinding at pallet being cheap and doesn't require any skill.
As for avoiding the flashlight, the whole point I'm making is you can't avoid it once you commit to breaking the pallet.
As for not breaking the pallet, you have to break the pallet as most are not mind gameable due to long sides on either side of the pallet, if there is a short side you can mind game it. Also, there is a thing called god pallets in DBD where you have to break pallets as well.
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@HexDaddyissues said:
https://forum.deadbydaylight.com/en/discussion/comment/2993520#Comment_2993520
aaaaand you have nothing to rebuttal? OOF
I already did in the reply before you one
@rooCraah said:
If you can accurately follow where the survivor is going by the sound of their footsteps, it's a net loss in distance for the survivor to blind you.
A good killer can't really ever be blinded unless they're animation locked or they make a mistake. It's not a case of "blinding a killer while they're breaking a pallet takes no skill, good survivors can blind the killer without it" because there isn't a situation in the game othher than an animation lock when the killer can't just look up.
I agree with CakeDuty in that it's really just like asking that Huntress/Executioner not be able to hit the survivor while they're stuck in an animation vaulting a pallet or window. A game balance request made because you're salty you got flashlighted at a pallet and lost a chase.
As for double-blinding, I wouldn't mind if blind progress was reset on a successful blind so chaining them together would be harder, but they're not a big issue. Just look up 4HEad
it's not about following the sound, it's the fact there is nothing you can do to prevent it once you commit to breaking the pallet. A game should be about skill, there is no skill in a survivor blinding a killer when there is nothing the killer can do to counter it.
There is no real skill in double-blinding as well, a survivor knows how long a killer stays blinded, so they can easily start to blind the killer again before the first blind is over.
So yes, the ability to do either of these things should be removed from the game.
As for the Huntress/Exec not being able to hit survivor when in vault animation, that does no damage to survivor chances. A killer being blinded wastes a lot of the killer's time, as even without blinding, a survivor can easily make it to the next tile with a pallet while the killer breaks the pallet. So with blind there guaranteed to create more distance and extend the chase much longer, therefore costing the killer precious time by other survivors left free to do gens. So killers get punished all because they decided to break a pallet and had no choice but to let survivors blind them as there is nothing they can do about it.
yeah, that is fair NOT!!!!!!!
This happens with every pallet a survivor with a flashlight drops, so you chase, the pallet gets dropped, commit to breaking the pallet, get blinded and Survivor is already far ahead of you and has like 3/4 pallets around them to repeat the same thing.
That is some great skill the survivor showing, they're such a pro NOT!!!!!
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@HexDaddyissues said:
killer mains REALLY want to be coddled huh?
alright then, make it so killers cant grab during a vault? that seems fair right?
really? REALLY? that is your reply, oof.
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@CakeDuty said:
Thats kinda like saying survivors shouldn't be able to get hit while vaulting a pallet/window. It's cheap that they're locked into animation and can't dodge the Huntress hatchets or whatever other ranged attacks there are.
Without blinding killers in animation, flashlights will be completely useless. All you have to do to avoid getting double/triple blinded is to look up or down and they won't be able to. Try to track with sound while you're blinded.
I actually agree that a survivor shouldn't be hit when vaulting a pallet or window, it's very inconsistent that, so many times it looks like I'm over the window and clear, only to suddenly be downed, same goes with pallets.
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same but to be honest, it's just one big mess. however, that clown took it to the extreme for sure and had someone do similar things to me as well
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I 100% agree with this, tunnelling already happens frequently in-game already, so killers seeing hook totals will not change that.
I have only just been told where to see total hooks on the hud lol I was looking for a "number" this whole time and not a graphic next to the number of gens.
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@Megmain80 said:
It’s way too dark. Those who say it’s fine are killer mains who occasionally play survivor (if at all).
I said it and I play survivor as much as I do killer. if anything I played survivor much more than I ever played killer and the darkness is fine.
@Booners said:
I feel like thats the whole point, and its only for a minute right? I feel like it's alright, and that's basically his whole power right? Toughen up survivors! Leave the Drussy be!
as this comment says, the darkness is the whole point of the killer.
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I think the field of view can be slightly increased but I played once on Ormond against Dredge and think the new killer is super fun to go up against, I was on edge while doing gen during nightfall and then killer came busting out a locker, I jumped but thankfully it was on the other side of the wall from gen I was on, but I saw it through the window.
I'm OK with slightly increasing FOV but I'm also OK with it staying as is, it's super fun and survivors are generally always super comfortable and rarely scared, this killer adds fear to the game which is exactly what the boogieman should do, the dredge is based on boogieman.
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As someone who is very much against camping and tunnelling, even I'm against this as survivors can be just as toxic and would just abuse the heck out of it.
Increasing Borrowed Time to 24 seconds and making it base kit, plus allowing base kit BT to be stacked with the perk is the way to go. Although even with this, killers would just hit the survivor to disable BT and just chase them down, it would at least give the survivor more of a chance and it might put some players off tunnelling.
A sure-fire way is to issue severe penalties for doing it that cost people blood points
It would also help if the game wasn't so unbalanced, survivors always have the advantage as they have the numbers game but DBD is heavily survivor-sided.
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thank you, I thought it was everything but with BHVR you can never be sure
sucks it's not in the next release but no harm in waiting a bit longer.
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at first, when I looked into this, I was like ######### is this never-ending post, then I saw how glorious this never-ending post was. thank you
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2933364#Comment_2933364
which is in no way how I would use itwhich is in no way how I would use it
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Y-you stated that. So I'm just curious on how you would actually use it.
I use it by not using it which I think is clear by the many posts I made regarding how abusable this perk is and no one has proved me wrong regarding that. I also mentioned in my first post what I thought was the purpose of the Head-On perk, and that was a last gasp effort to extend the chase by jumping into a locker and stunning the killer, not to have a friend run the killer into the locker your waiting in, and then trying to do this over and over again.
Personally, I prefer running load-outs like No Mither, Tenacity, Spine Chill and Resilience because that is fun. Also, I get the added bonus of it doesn't ruin the killer's fun, unlike Head-On.
Head-On should be disabled and redesigned into a perk that is less abusable, however, not to worry, I highly doubt it will be changed but it should. SBMM isn't the only reason why steam stats are going down, the way community is to each other is part of it as well I'm sure.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2933223#Comment_2933223
https://forum.deadbydaylight.com/en/discussion/comment/2932338#Comment_2932338
Then, I'm curious. How would you use it.
(Also, if we disabled/changed every perk that is not fun for either side, that would be like half of the perks in some way)
why do you keep asking about how I would use something I have clearly stated I would never use because its abusable and not fun for killer, I already stated that a number of times.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2932338#Comment_2932338
That's kind of ignorant.
no, it's not, it's accepting that the perk isn't fun for killers and therefore refusing to use something that I know isn't fun for everyone again.
@Mandy said:
I think Head On is one of the best perks in the game - its in my regular build along with Deception.
If all 4 survivors used it in your scenario, that means all 4 survivors are also exhausted, and that also means there's no Dead Hard or Sprint Burst gamers...
good for you, glad you enjoy using it but not everyone does especially when many players abuse it.
also, I much prefer they use sprint burst and dead hard, as there is no malicious intent when using they perks.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2930422#Comment_2930422
You should atleast try to use it? Idk, maybe your opinion would change or something.
nope, I already know everything I need to know about it by how survivors use the perk which is in no way how I would use it
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@drsoontm said:
Head-on is pretty fine the way it is.
Do you realize it's an exhaustion perk?
Do you know what it means when survivors have it?
It's DH and SB free paradise.
I'm aware it's an exhaustion perk but it does nothing really to put people off, never used it personally and never will.
Most of the time multiple survivors have it, so if one head-on is disabled, their friend's one is enabled.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2929578#Comment_2929578
First of your definition of abuse is extremely loose. You could call just about call anything abuse. So let's give it a definition.
Abuse is to use a perk, not as intended. A perfect example is boil over, with the RPD library.
So what was intended use of head on. Well its to stun the killer. The merit of this is too either A save yourself or B save a teammate. Your situation involved survivors luring you to lockers too then hit you with head on. Thus saving them from you. Not abuse is it? Secondly is it too strong? Well its a 3 second stun and can be baited out (if you don't know how I suggest you watch some killer tutorials. so not exactly strong is it? Lastly just because you struggle as killer, does not make everting automatically abuse.
who said I struggle as a killer? no-one, I just didn't want to waste time with survivors who clearly put their own need for fun ahead of mine
I will give you that yeah, the head-on perk was also designed to assist a friend who is being chased, that is a fair point. however, we both know that is not how it is being used, we both know survivors will continually try to do it to the killer over and over again. This is where the abusing the perk comes in, instead of using that 3-second stun to leave, they will continually stay near the lockers and try again and again, instead of taking the save and getting back to gens.
Yes, you can bait it out once you know what type of survivors they are and it does help you, as they not doing gens. however, some people are really good at it, and I had 3 survivors all using head-on in an SWF and this was with the 4th teammate on a hook, this was a malicious attempt by them to abuse me for their own entertainment. I'm sure they do it too many other killers as well and there not the only ones in-game to do it. There are a lot of survivors who do this and every single time it's not fun for the killer, as I always say, it's meant to be fun for everyone.
This is why Head-On should be disabled and redesigned into something that can't be abused.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2929442#Comment_2929442
Yes... it is. If it wasn't you would be grabbed by the killer. Or you would never get a chance to hit them with it. Being able do that is uncountably skilful. What perks would you consider skilful?
doesn't matter what perks I consider skilful, this is about head-on and it doesn't require skill but more importantly, it's an abusable perk that survivors use to bully killers, it should be disabled and redesigned as its meant to be fun for everyone.
@JaviiMii said:
Everyone is free to play however they want as long as it brings them joy - and everyone is free to stop playing when they don't enjoy themselves enough to continue playing. There is not one prescribed way to play this game, so sometimes what is fun to some people in a match isn't fun to others. Happens. If it bothers you so much that you dc and move on to the next match; that's okay. But four survivors using head on and coordinating it, is just as okay.
that is generally true what you say, everyone does have a different definition of what is fun for them but clearly, head-on is not fun in how it's used. Personally, I play in a way that I believe is fun for everyone and I think head-on takes the fun out of a match for killers, so therefore it needs to be redesigned into something that is less abusable.
@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/2929441#Comment_2929441
They were goofying around, you never mentioned them BMing. And no, using Head On is not BM. I was in the same situation you described, I decided to play along and we all had a lot of fun, so no, yours is not a fact.
the fact you played along with it tells me you be a survivor who would use head-on in an abusable way and confirms that Head-On needs to be disabled and redesigned, you may be fine with it but that doesn't mean every player in-game should be fine with it and they aren't.
The game is meant to be fun for everyone and how Head-On is being used is not fun for most killers, also, my suggested Lock-In perk is actually stronger than head-on as it is more guaranteed.
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@Icaurs said:
Dang survivors... using a perk well. Better disable it because... its unfair.
DBD is the only game ever created where the community gets upset because people play well.
lol if you think using head-on is a skill, then that is hilarious to me as there is no skill in using Head-On, you wait for a killer to go past a locker they don't know you in and rush out to stun them.
Yup, that is as skilful as a survivor blinding you at a pallet when you are stuck in animation breaking pallet, this was sarcasm encase it not clear :)
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@White_Owl said:
You take the game waaay to seriously. Those guys were just goofying around, and if you played along you could have enjoyed the match. It's not like Head On is a broken, OP perk.
Your pettiness is exactly the reason why survivors stick to the meta and rarely try fun builds.
This takes the game way too seriously excuse in this community is weird to me, I don't take the game seriously, I take the way people interact with each other in a game seriously and we all should. Being kind to others doesn't just end when you log in to a game and using Head-On in the way it is being used is not fun for the person playing killer, that is a fact and its meant to be fun for everyone in the match, not just one side.
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@SuzuKR said:
lol no learn to bait it out lmfao
Also, DCing cause you don't like how the game goes and think using a perk as intended is "abuse" for some completely moronic reason, cringe.
really? bait it out? how can I do that when I don't know they're there? I can bait it out after I know they're using that perk and what type of survivors they are.
I stand by what I said and your reply proves my point on why head-on needs to be disabled
as for dc'ing, I dc if I want to and I will always DC against people who are just not fun to play in a match with.
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I just played on new Haddonfield for the first time, I hate to say it but I prefer the old Haddonfield. Haddonfield in the movies is not as open as the new map BHVR done, it just doesn't feel like Haddonfield.
the aesthetic is much nicer though, if you combine the new aesthetic with the old map, it would be a winner for me then, but this map just doesn't feel like a real street at all and certainly doesn't make me think of Haddonfield from the movies, its way to open. If anything it makes me think of that small group of houses in a courtyard they go to in Hunger Games after the games, or before they leave to go to the games.
sorry BHVR, I know you probably worked hard on it but the new Haddonfield is worse and I'm more likely to disconnect when it comes up than I was on the old Haddonfield.
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@Alen_Starkly said:
I am not such a good looper as survivor. I play only solo queue, and predominantly die. And YET, I keep getting matched against god-tier Nurses, who mow me and my solo queues teammates down at 5-4 gens left. It's no fun. It's awful. I'm f-ing sick of it.
On the other hand, when I play Nurse, I am not really good at her, and I get matched against sweaty competent SWFs. What the f is your MMR??
I don't want to be forced to play awful matches like these. Until/unless you fix MMR/matchmaking, or remove MMR altogether, give us the ability to DC without a penalty. I went against so many god-tier Nurses today, it's obnoxious. If the match starts and I hear her shriek, I want to DC and immediately move on to another match, that has a killer that I can loop at least for a bit, not this unfair monster that predicts every juke I attempt, even if behind a wall.
God-tier nurses are fine, if they go against competent SWFs. I wouldn't mind facing god-tier Nurses if I were an excellent survivor. But since I'm not, no where near it, I should not be matched against them.
REMOVE DC penalties since these unfair matches are obnoxious and not fun at all. They are probably only fun for the OP side, which gets easy pickins as opponents.
I understand the frustration of what you're saying but removing the DC penalty would do more damage than good, players already disconnect enough as it is, and admit I disconnect from matches as well. You essentially already have 2 free disconnects, as it's 5 minutes penalty for the first 2, which is easy to sit out and essentially is free.
If anyone wonders why I disconnect, usually tunnelers and hard campers but yesterday I disconnected twice
1) farmers and wanted no part of it
2) I unhooked survivor, we both run away from the hook and it's Plague, I don't cure and go on Gen, teammate cures then joins me on Gen and by this point, other survivors had cured multiple times and we on Dead Dawg, I was like nope and called it a day.
Hence my point to the original post, it's Dead by Daylight, there always going to be frustrating game sessions but removing the DC penalty will really hurt the game more.