SpookyJeff
SpookyJeff
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- SpookyJeff
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@dugman said:
My question is why does a baby killer have perks that are unlockables from four different killers in their build?
Probably a survivor main who dumped bloodpoints into killers once they got all the perks on their favorite survivor.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1704475#Comment_1704475
I honestly doubt you play killer at all.
Skip to 3:28
Did he "lunge from too far away"?
No, he didnt. The unhookers hitbox just disappears during the unhook. Thats a fact. And everyone that plays killer knows it.
And telling people to go for grabs at the current state of dedicated servers is just beyond ridiculous.
Seriously, how screwed is the game when it even does the successful hit animation and still doesn't injure the survivor?
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No it happened to me on killer without running enduring. No hacking involved most likely. Decisive strike is bugged and only taking ~2 seconds or so to recover. Instead of the arm-raising animation you usually get when hit with DS it just jiggled the screen a bit and reset quickly.
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@Sindel_Lover said:
Apparently this is how the matchmaking works in this game. I'm only rank 16 with about four or so hours played as killer, and I get matched against red and purple rank survivors. I'll just keep trying to get better, though it can be frustrating.
That's the way to be. Keep your chin up and if you can find any scrap of improvement from facing someone that overwhelming, you at least got something out of it. Devs still need to fix matchmaking though. It's really bad when I play survivor and I can't even feel good about the win because the poor guy was rank 17 and I'm a red or purple.
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@Cancan71 said:
As the rift closes tomorrow I'm trying to complete my last few challenges and I realized that I'll only reach tier 63 with all challenges done. So I decided to do some math on how long it would take to complete the rift. If you see anything wrong with my math feel free to correct me.
There's 393 rift fragments which we get by completing challenges, so there's 307 fragments we need to obtain from gameplay.
It's 800xp for every fragment, so 307 x 800 = 245,600xp total we need to get.
Now it's important to note that for the first killer and survivor game of the day you get 300xp each, or 600xp total. For this calculation, we'll assume that you played both sides every day. So...
600 x 70 (days the rift is open) = 42,000xp
245,600 - 42,000 = 203,600xp
Now we got that out of the way we now have the task of calculating how much do one gets in a match. Of course match time varies from game to game so for this calculation we'll be generous and assume that each match lasts for 10 minutes as that is the cut off point when you stop getting exp in a match (I'm not 100% sure on this point so if anyone can confirm this I'll be grateful).
According to the DBD unofficial wiki, you get 1xp for every second in the match, so...
1 x 600 (seconds in 10 minutes) = 600xp per match
203,600 ÷ 600 = 339.333 matches
As we earlier stated that a match is 10 minutes...
339.333 x 10 = 3393.33 minutes or 56.55 hours
So in conclusion, it takes around 57 hours of GAMEPLAY to complete the rift assuming you completed all the challenges.
Of course there are a few things to consider:
- I didn't include xp for emblems in the calculations.
- This assumes that you play perfectly to maximize xp gains, which we all know won't happen in DBD.
- This assumes you play every day to get the 600 bonus xp.
- This is only game time. Time spent in matchmaking or in loading screens will add on to the above figure.
With that I have provided a rough figure of how long it takes to complete the rift. How do you feel about this? Myself I wish they make it so that you would complete the rift around the same time you complete all the challenges but I didn't play DBD as much around the start of the rift so the blame probably lies with me. I would love to hear your opinions on this.
I ate a lot of downtime through this because I could only play during the day, and killer queue times could at times match my time in-game. Most of the challenges came easily, but I feel like the variables involved for most people would fluff up the extra time required to 70-80 hours. I know the time to do the challenges and the "extra" time overlap to some degree, but with this tome missing the initial boost the first tome got, I feel like I had 10+ more tiers to grind through. I feel like I played at least an hour a day and still had to buy three tiers at the end, whereas I played the same amount for the first tome and finished it several days before it closed.
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I'm not asking for an extension at all because I bought my last three tiers and hit 70, but they really need to adjust the amount of playtime required to finish the pass. They said originally that an hour a day would be enough to finish it, and that is absolutely untrue. The first rift was supplemented by anywhere between 10-20 tiers because they credited us for playtime a couple of weeks before the rift actually released. This rift has effectively been that many tiers longer than the first with no adjustment for the grind at all. That's why everyone had an easier time with the first time through. I wish they'd do away with all of the straight grind parts of the rift and just tie all the rewards to newer, tougher-to-get challenges. It'd increase rarity of the cosmetics, and you could still lock the better rewards for each challenge behind the premium track.
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@EldritchElise87 said:
To both killer and survivors, and those of us that play both. (Everyone should play both at some point though.)
I would say this more from a killers perspective, and at all ranks (although with MM as it is, rank is kind of meaningless rn)
But how often do you 4k, or escape, and feel that you earned it? I would probably say I 3 or 4k 80% of games. However I rarely feel like they are close games, or that were "fun for both sides"
At red ranks, there is normally at least 1 survivor that dosnt know how to loop and use pallets properly, don't know how to run gyms and have no clue what pallets are safe or unsafe and most will make some sort of mistakes. This dosnt feel rewarding to win.
(Ranging from slip ups getting me a hit, to just being complete potatoes) If I was to go back over every kill I have (And ngl, its in the thousands.) most are directly down to the survivors doing the wrong thing.
In a game where survivors don't make mistakes, I lose, almost 100% of the time.
If a game ends in a 2k (the stated aim) it feels like a loss, gens get done, little pressure is applied, and the game is in the survivors hand. The games I win, often feel like im just steamrolling.
Close games do happen, but t least in my experience, things are such feast or famine, that the overall global stats must be skewed so heavily by the majority of bad survivor players.
Anyone else feel this way?
With matchmaking how it is now, I maybe 3k-4k 40% of the time, black PiP 2K/1K 40% of the time, and dePiP 20% or lower. I PiP as survivor in about 80% of matches, survive about 50-60% of them.
To me, a good win on either side is after a good back-and-forth with momentum the whole match. I want to chase constantly/be chased a few times and win some/lose some. I want to escape on death hook/catch someone near the gates and hook them up, or run around the whole time doing gens and saves with perfect map positioning/keep good pressure up across the map. Those games are rare, but very satisfying. Hell, even if I lose, a good match leaves me a bit disappointed, but wholly entertained. I also learn the most from close matches with similarly-skilled opponents.
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Yeah, Billy is about to have a 15-second cooldown for his chainsaw, nerfed turning, and double charge speed. All devs need to hear is a whisper of a nerf and poof, it comes to fruition.
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@ClickyClicky said:
“One of the main problems with the forums and the game is the attitude towards killer players. Often the response killer players get when voicing their opinion on ruin nerfs and killers nerfs is to just get good”
No it’s not even close. I joined recently and so far I’ve noticed that it’s the strongest killer defenders that are the most antagonistic and responding to everyone with “git gud” no matter what problems they have with the game.
It’s like nothing can ever be OP or unbalanced in their eyes. Everything is perfectly fine and right off the bat their first instinct will be to tell people they’re bad at the game, rank 15 and need to improvend that they don’t know what they’re talking about. It’s very hostile.
I haven’t noticed anything like this from the “other side”. In fact I’m not even sure that other side exists. I’ve seen people that are neutral but nobody so far that seems to defend the survivor side exclusively.
Your point may be valid if the devs were listening to these supposed killer mains, but the problem is that the devs are absolutely listening to the most vocal and outspoken survivor voices screaming for killer nerfs, and are ignoring any critiques of their changes once they put them on the PTB. I honestly wouldn't be surprised if they ninja patched in the no-rank at the end screen crap just to spite everyone.
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I can't believe this is even an argument right now. Billy is just fine where he is. He's very loopable, and if you can't beat him, learn to juke his chainsaw. This is 100% a git gud situation, and people need to quit complaining. The devs are going to nerf every killer into the ground and totally kill the game if they keep listening to this garbage.
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@liquidlight said:
https://forum.deadbydaylight.com/en/discussion/comment/991229#Comment_991229
It's boring when you pip? lol That's what made it boring? I'm confused by that. I'm sorry. If you pipped that meant you were actually doing stuff. Cleansing totems, working on gens, running from the killer, saving people. That's how you get pips. So, that means you were in the action. If you were bored than you might just have a preference.
It's hard to explain in text I suppose, but getting a PiP that consistently to me is boring. If I'm having a rough go at killer I occasionally hit survivor just for the pick-me-up from a win or two, but it's hard for me to play survivor a long time at once because it just feels like easy mode to me. The weird part is I know for a fact I'm way better at killer than survivor, so it just bothers me when I have such an easier time as survivor. I can't even loop properly, nor is my route running solid outside of knowing the really, really strong loops in central structures.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/119713/you-took-all-my-fun-and-its-not-funny-anymore
New ruin is better than old, so I don’t see why you complain about it. Also, many killer mains such as Otz and tru3 shown that killers who was called “weak” in red ranks are actually viable. I play killer as Myers and usually going up against teams being 4-1 with me getting a 3k or more each game. I honestly don’t see the problem with gens going “too fast” because I will always end up getting a 2k at least in those situation. So when I hear people complain as a survivor or killer, I don’t get how you guys make it out to be so stressful or too difficult as if you can’t put yourself in lower ranks if you are finding it too hard. There are many other killer mains capable of handling red rank lobby which is why the devs shown a graph of all killers getting above a 2k in red rank lobby.
You really can't use two of the better DBD streamers out there as evidence of a killer's viability. Otz is probably the best Trapper in the game, and tru3's playstyle was already conducive to a hit and run playstyle with Wraith and Ghost. For that matter, you could compare my gameplay footage of a Hag match against my Billy and think Hag is really strong, even though most would perform better on Billy. It all depends on the specific skillsets of streamers as to how well they can perform with off-meta killers. I don't believe that should be the basis for balance though.
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My eyes are my biggest weakness at this point. I can't see quick motions super well, so I whiff a lot even if I make good reads on survivors if they're good at juking. It's very frustrating, but nothing I can really do about it. I also end up focusing in on one survivor even though I'm consciously trying to switch targets whenever they get to a strong spot. As a survivor, my biggest flaw is looping. I can get a few good chases going, but I haven't played survivor nearly enough hours to really extend a chase more than a minute or two.
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Dude, you really can't joke like that on here. People will take the idea and run with it no matter how obviously joking you are. Please don't put thoughts in their heads about my Hag.
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@[Deleted User] said:
Wishful thinking, imo.
If there was a "solution" coming, then they should have nerfed Ruin at the same time said solution was coming which would have avoided probably more than 3/4ths of the backlash they are getting.
Ruin isn't getting nerfed due to balance concerns in that it's too overpowered. It's getting nerfed solely because new survivors find it annoying, if how the update notes read in context is to be believed.
Yeah, if they even acknowledged there was a problem with gen speed, which they haven't, they would have put through that change alongside the ruin nerf. They're never going to address it, and will watch as new players bleed out over bad queue times caused by, you guessed it, a huge killer shortage. I had started playing survivor more often, but it's boring as hell when you PiP 80% of your matches, so now I just quit playing when killer matches go south over and over again. I can't imagine other players are much different.
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The thing I'm thinking about with the new tome is that our first one was boosted with a few days worth of XP before it actually opened, which put me at like tier 13 or 17 right off the bat. That's a lot of play time to grind out in the same time I had to grind out 53 or so levels when I'm already just finishing the challenges on time this time around. I really hope they crank down the XP needed per rift fragment and come through on their promise of the rift being possible to complete playing one hour a day. I'll probably hold off on buying the premium pass this time around and see if I hit 70 or not. Like you guys all said, if you hit 70 and have 1000 auric cells, there's no reason not to buy it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/952977#Comment_952977
Just couple minutes ago had game that luckily got cancelled that illustrates exactly what you are saying. Rank 4 said "thank god avoided" so he is obviously not SWF with them. Is there a single person who thinks that matching rank 4 and 17 survivors in one game can be enjoyable to anyone?
Yeah, there are totally rank 4s that will tell you the rank 12-17 should sit there and eat turds so they can have fun trolling someone and say some crap about improving to justify it. It's like letting JJ Watt mow down a peewee football quarterback to teach him a lesson. Like what exactly are you supposed to learn when a match is already over a minute to two minutes into it?
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I do it to the heartbeat and increase to the full motion when the killer is right by me versus a little arm twitch when I'm on the edge of the TR. Hook gymnastics to my knowledge are supposed to universally signal a camping killer.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/934546#Comment_934546
king isn't getting changed that much, you're talking about the addition of the iridescent queen addon. only change king is getting is the removal of t3 madness = exhaustion and the addition of madness causes skill checks to be reversed
Oh wow, I thought I heard them say it was Iri king getting reworked to that. I guess I wasn't paying attention enough to catch that it's a new pink addon. That's actually freaking awesome.
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As long as you don't get stunned by the pallet, those are very similar to the ones in Badham where you can then bait them to one side or the other and smack them. One of the few times you should try to bait them to drop it and then respect the hell out of that unsafe pallet.
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How is he going to be boring to play against? The iridescent king change seems like it will be a nerf to some degree unless the static charge stays on for a LONG time. Otherwise, most good survivors will stay away from their comrades and not gleefully pass along the shock. The static blast thing needs to be seen to know if it's a buff, nerf, or a push. I think they said it has a 60s cooldown, which is a pretty big gamble. Whispers will be huge for doc if it is that long of a cooldown.
I want to see if the new shock therapy still blocks vaults/pallet drops and if the other addons have been reworked or are largely the same. Let's just see how it plays out instead of looking at it already thinking it's going to be boring.
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Oh dude, yeah I wasn't refuting what you were saying. I was more expanding on why I think newer folks stay off of gens so much because I've seen tons of brown ranks recently and have painful, painful experience with them.
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@LordRegal said:
Do gens not get done in low ranks because they take too long or do they not get done because survivors are too scared to go to a place they know the killer could easily come and realize by the gen progress someone was there? Because if it’s the former then I agree at least at a conceptual level, but if it’s the latter then gens could pop in 20 seconds and low ranks wouldn’t finish them. As is from my own experience coming back to the game a few months ago, the low rank meta is hiding in a corner, not doing gens, so I’m inclined to believe the problem is that as opposed to gen speed.
To me, low rank survivors have three main reasons they'll be off gens most of the match: 1) Immersion: they hide behind a tree, hit a locker, or sit on the edges of the map any time they hear the faintest heartbeat. They are inefficient because even if the killer is chasing someone else and can be seen traveling in another direction than they are in, they still hop off the gen and lose that time/progress. These are also usually your hatch campers, so toward the end of the match that could be a reason those last few gens aren't popping. 2) Inefficient/unsuccessful hook save attempts. This one also happens to decent solo survivors sometimes, but in general, a lot of newer players will hop off of a gen full map away and run in for a save when there was someone halfway there already who also ran in. That can be 30s+/almost half of a gen wasted. 3) Can't hit ruin skillchecks. These are usually your real low-scorers at the end of a match because they maybe get 2-3k on gens and 2-3k on totems if they luck out and find a few.
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This is why I think any changes cannot have skill checks/progression bonuses tied to them like gens. IMO a nice changeup would be a sort of pre-EGC. Screwing with gen speed directly in any way is going to go poorly if not very carefully thought out. My idea would be to just let gen speed stay the way it is, but try solving the problem in a different way. Increase the time to open the doors by 20-30s, increase the minimum distance between the doors (make them full map away almost every time), and add a couple of circuit breakers to the map randomly that only activate once the gens are done. Through diverting extra power from the gens to one of the doors from the circuit box, they could directly take time off of one of the gates, with each one removing 15-20s off of one of the doors. That would motivate high-mobility killers to check other spots rather than zoom back and forth between the two gates, and would reward players for finishing the gens with enough live bodies to coordinate (allowing two to work on the same door instead of one sitting in the corner doing nothing). With the extra distance between doors and the two circuit boxes, this would allow survivors some different plays hitting the circuit box first and then enough real estate to make a play on the door. At the same time, now there's a reason for survivors not to be right by the gates, so there would be potential for killers to catch unaware survivors in a bad spot.
Poking holes in my own idea, a big problem would be that coordination/comms would be even further augmented by a system like this.
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@AvisDeene said:
I don’t get it. Not everyone has the skill to loop, so why is it bad that a survivor tries their best to stay out of the killers LOS? I mean, as long as they’re doing objectives like working on generators or cleansing totems? Heck, I spend plenty of matches having to traverse the maps to unhook people because people keep getting caught and no one else is trying to save them.
Don’t get me started on the impatient survivors who wiggle their arms at me trying to make me hurry. I’m sorry, I don’t have BT, so I don’t want to unhook you and let the killer farm. Especially when I could still see him or Spinechill is still lit up! You even have survivors who demand I heal them at the hook that I just unhooked them from. Seriously, would it kill you to sneak away to a safer location for me to heal you. Do you live chases so much that you want to leave scratch marks that lead to me healing you? Even when it’s obvious that the killer will come back (Spirit, Hillbilly, Invisible Chicken Legs) they still insist I stay exposed for their sake.
Even the devs seem to not promote it since I could play perfectly and accomplish more goals than anyone else in the match and yet have less blood points because I didn’t get in a chase or hit the killer with every pallet on the map! (After playing killer for a bit, I kinda feel bad to use pallets or blind, I know I shouldn’t, but I do).
More equality for the Bush People please! We deserve respect! We also deserve all the butt rubs you can give!
Thank you for taking the time to read this rant, have a blessed day!
P.S. Devs, I would also like a bush costume like Fortnite provides. It will complete my ascension to full Bushette status.
This is a complete tangent, but I wave my arms on hook to tell you the killer is close (my hook gymnastics sync with the heartbeat, and fuller motions for louder heartbeat). It sucks no one has a universal meaning for this, but consider it may not always mean to come save them right then.
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I'm pretty sure OP said he was joking about his examples to prove a point, but playing solo survivor and getting stuck with brown ranks against a red rank killer and being expected to carry is zero fun and the devs know it. They removed the ranks because people were lobby dodging over trash matchmaking, and no one can blame them. No game should expect you to randomly be matched with someone several ranks below you and expect you to just deal with it. Games are supposed to be fun, not punishment, and that seems to be the way the devs are taking it. "Oh, you don't like being matched with rank 18s? Now you have no choice!" "Oh, you don't want to sit in a match stuck in a generator for 30+ minutes while survivors teabag and refuse to open the gate? Disconnection penalty!" Even with premades in Overwatch, you can't queue up with someone more than two tiers above/below you iirc and that is a HARD rule, not some crap that's broken 80% of the time.
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@AChaoticKiller said:
do all the challenges reward 15 fragments like origanally or did the devs reduce that value for some of them.
The master challenges reward five fragments and the others reward three like the rest of the levels.
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@altruistic said:
DC bans are :
1 minute
5 minutes
15 minutes
30 minutes
1 hour
6 hours
Will update when my 6 hour is up so I can DC again 😂😂
Not all heroes wear capes.
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Yeah, openly antagonizing your players is always a great idea. Even if it penalizes you a minute the first time, any penalty box time that's YOUR fault as devs because of a crash should instantly come with some sort of "We apologize for the inconvenience, we're working on improving the system as soon as we can," when you're called out, not "Nuh-uh, you're lying."
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@PistolTimb said:
If you're gonna share a tru video showcasing gen speed, this wasn't the one to use. He's had a number of games where the gens are done in just 4 minutes. Just apply more pressure 4head
Yeah, he's definitely had games from both perspectives where the game was over in under 5 minutes, and the killer/he didn't really even get outplayed that badly. As a survivor, I get a minimum of three times I can screw up in an epic fashion and still escape (each down/hook). Killers in the situation of gens being done in under 5 minutes can make one mistake and be completely cooked, especially if ruin goes down in 30 seconds like it normally does.
That being said, this is an a core mechanic of the game and an absolute nightmare to try to tackle rebalancing it. They can't just flatly nerf gen repair speed because new players get absolutely wrecked by killers in low ranks as-is, and the skill gap with great/ruin skill checks already makes better survivors way more powerful/faster on gens. It's also worth noting that newer players are missing perks, items/addons, and offerings, so their gen speeds aren't quite as ridiculous as 4 commodious boxes with socket swivels and BNPs. My idea would be to maybe leave gen speed the same and have something similar to cleansing totems as another objective so it would flatly add time to the process regardless of rank. I'm not a dev, nor do I claim to really know what I'm talking about, so there's probably a better way to tackle it, but I don't think a flat generator speed nerf would do much for balance outside of red ranks.
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They'll never do that because it would be a pain to go back and change the tooltip box (or whatever you want to call it) every time they balance a perk. Those terms give them tons of wiggle room, so I doubt they'll ever move away from them, as funnily inconsistent as they may be.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/924701#Comment_924701
We're in complete agreement about the definition of toxic - all I've ever said is that there's no such thing as a toxic game mechanic, just toxic behaviour.
Also yes, while language is constantly evolving and definitions of words do change over time (something I never contested), that doesn't mean that the definition of a word at any given point is totally open to interpretation. The process of how a language evolves is very complicated, and it doesn't happen by one person just deciding that they're going to ignore what a word means and make up their own definition because words can mean whatever you want them to. When I said "that's not how language works", that's what I was referring to.
Yeah, but language evolves because we discuss what it means enough until we can all loosely agree to some base concept, at which point it finally hits the dictionary. I just don't want folks to feel scared to share their opinion on this, because some people really like to gatekeep who gets to have an opinion and whose opinions are valid. Toxicity is definitely overused and for the wrong reasons a lot of the time, but I don't think people should be scared to use the term referring to gaming either. That being said, I'll throw my own idea of it into conversations, and with some luck, people will agree with us and stop ragequitting every time they see a flashlight or as soon as NoED lights up 😁
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/924371#Comment_924371
I understand where you're coming from, but that's not really how language works. You can't just take a word and give it "any meaning you want to". Words mean things. Tunneling and facecamping were words made up by members of the gaming community which eventually became widely adopted. Even in that case, there's at least a generally accepted definition - I can't just say that it's "facecamping" when a survivor stands near an exit gate because it's up for interpretation and I can use it to mean anything I want to.
Toxic behaviour isn't exclusively a gaming thing, it's a term that's been in wide psychological use for a long while now, and it has an established meaning. Someone can't just start using it to mean something else and act like their definition is equally as valid as the established one. All that does is foster confusion and sap words of any value they might once have had as tools for communication.
That is absolutely how language works. Oxford and Merriam-Webster add words/change the definitions of words CONSTANTLY because language is an ever-evolving social construct. That being said, toxicity is defined currently as an extremely harsh, malicious, or harmful quality (Merriam-Webster). This, applied to a gaming context, can be interpreted in a myriad of ways. You could say taunting, even in-game like Fortnite's dances, has a very negative effect on the social interactions in a game, but also has a part of gamesmanship to it. I would argue then, the line between gamesmanship and truly toxic behavior is when it's done and if it's still in the context of a competitive match, or if it's rubbing in an already sure win. Any intentional attempt to make your opponent feel terrible about themselves is definitely malicious, and then falls under the definition of toxicity. That isn't inherently tied to any mechanic in-game, but certain tools in the wrong hands can enable greater manipulation of an opponent's confidence/expectations, which definitely amplifies the effects of trolling/BMing.
That being said, am I complaining about toxicity? Absolutely not. I loved playing Dark Souls, whose devs openly said to be as toxic as possible while invading and wanted that to be a part of the challenge of their world. I just wanted to play devil's advocate for a bit about the definition of that word. It certainly has in the past had more real-world/malignant implications on the level of mental abuse, and maybe the term will be further evolved for gaming over the years.
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@NinoV1 said:
So I’ve been grinding out a lot of these challenges, and I must say I’m getting lots is salty feedback from players on both sides.
Getting basement hooks with Monstrous shrine challenge, had all of them quit before i could hook just to spite me.
Flashlight saves got me tunneled.
Havent done NOED one yet but I’m sure that’ll be a doozy.
Feels to me like a lot of these challenges either trigger the recipients or the user, one way or another.
Cant wait til level 4 comes out..
There are some that definitely encourage some jerkwad playstyles, but nothing inherently toxic as long as you aren't acting toxic about it. I felt so bad running NoED I felt obligated to apologize in post-game chat, so if you're really tired of it, just be honest and say you're running a challenge and that it's nothing personal. I never got anyone being too unreasonable, just a few people who said they didn't have very much fun, which is totally fair.
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This is the first I've ever heard of it. I think this perk has the same priority level as buffing Slippery Meat or Monstrous Shrine, so I wouldn't ever expect a change. Also, with it being tied to Quentin/NoES, who knows if the licensing issues will discourage the devs from changing perks and bringing attention to that chapter/situation.
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@Meiygo said:
as killer the game is very frustrating sometimes. some players play very well and use their playstyle for toxic behaviour flashlight, teabagging etc.... what can we do to stop this?
for me it´s very hard to stay cool. because most of the time i try to snipe the toxic survivor out but the 2 hooks aver very safe most of the time and the rest of the team bodyblocks me and safte the toxic one.
what can we do to stop this exept playing one-shot killers?
Sometimes there isn't anything you can do about it, but if you manage to outplay the little turds, nod like an idiot the whole way to the hook and smack em' once on hook to show em' who's boss. Killers don't have as many ways to BM survivors, but we have a few ways. You can also play Ghostface or Pig and teabag them when you down/hook them.
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@extonjonas said:
https://forum.deadbydaylight.com/en/discussion/comment/919462#Comment_919462
But they still makes the killrr incredably more powerful. The plague getting corrupt after a gen means she gets her power way more than she would in most games especially considering many survivors dont cleanse. Micheal can literally eliminate a survivor from the game. Just because they change thins up does not mean they are really strong
Yeah but that addon makes her duration of corrupt purge incredibly short. Watch a streamer play with that addon and you'll see what I mean. The only ultra-rares out there with zero downside that I can think of would be Iridescent King and Black Incense, and leave Doctor/Plague alone. They're already suffering enough.
Iri Head hatchets should either go to only one-shotting on a headshot, or to where the one-hatchet count overrides any other addons that give more hatchets. Tombstone Myers moves at the speed of molasses, so without combining it with PWYF, it's your own fault if he catches you. He has to be up your butt to tombstone you, and you can counter with lockers, or just hold W and be smart about your pathing. That's also not to mention that tombstoning makes your EW build up really, really slowly, so you're also making a big mistake if you feed him enough stalk to get killed.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/920087#Comment_920087
I should explain better. I don't sit back and wait for a 3 gen, I actively chase them, but I heavily defend areas with clumped gens. I won't let one survivor drag me across the map so they can spread out the gens. I'm not talking face camp, it's the proxy camp. Place traps, follow bait survivor, wait for friend to unhook and trip the traps, teleport back. I do a similar tactic with spirit, feign the teleport to lure out impatient survivors.
Oh that's cool, I just hate the labels attached with Hag being so negative. I've seriously had someone call me a camper because I set a web up around a hook, they walked right over the trap by the hook, and I got the grab. Like dude, I was at the full teleport distance with a Dried Cicada, so I most definitely wasn't camping 😛
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I think there's a bit of issue with SWF still just because comms are so strong, but in general, things are better than they've been since I've been playing. I concur with the sentiments above that the high tier killers should be left alone and they should work on making trash killers better. Survivors win in that scenario because they can stop seeing only spirit, nurse, and freddy at high ranks, and killers win because holy crap we can play someone other than spirit, nurse, or freddy. I'd love to see Bubba, Doc, Trapper, Pig, and Legion get some love sooner rather than later. You never really see any of those once you hit purple ranks aside from the tome challenges making Trappers freaking everywhere as of late.
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@JC316 said:
First thing you have to do is decide where you want to 3 gen and concede the far off gens. Her teleport range is bad, so you have to concentrate in one area, usually near my Ruin. Second thing, you have to trap beyond a pallet or window a little ways, because if it's too close, they will escape. Third thing, she's a natural camper/tunneler. That is an important one because she's so slow and her visibility is so bad. Trap around the hook, wait for teammates, teleport. You're going to get a lot of salt about this, but it's the character design.
Holy hell, I couldn't disagree with you more. If you shoot for a 3-gen from the beginning of the match, you're dooming yourself to a black PiP in almost every case. Run corrupt intervention, and try to make your web cover five gens if possible. You need to force survivors into your web as soon as possible, so you don't want to just set up your web and wait.
I wouldn't call her a natural camper/tunneler because if you tunnel that means you're likely chasing, and chasing is almost always bad for Hag since she's 4.4 m/s not 4.6 m/s. Camping is questionable because yeah, with 3 or 4 good traps around a hook a lot would call you "proxy camping," but you can and should walk away from the hook once you've got it trapped decently. People will probably be salty at you no matter how you play, but please for every Hag main's sake don't just camp/tunnel. If you want to facecamp, play Bubba so the poor survivors at least see it coming 😁
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/920055#Comment_920055
Claudette's pink shirt was brown quality, the same with different shirt logo in front is ultrarare, but this is not my point, it's that we were suposed to get out of the exclusivity in DbD.
If you're the instagram guy, I like your profile btw
Oh, I don't do instagram because no one wants to see this face 😁 Anyway, I was just saying they're bad skins. I don't think the devs meant they were getting rid of console exclusives, but event-only cosmetics that were based on codes from video game/comic conventions. IMO it was a genius move by the devs once they learned of people selling the brazilian shirt Claudie skin for $2000 and some other ones were going for $150-500.
There's still I think a Switch-exclusive Trapper skin, legacy skins on PC no one can get anymore on any platform, and the event cosmetics that aren't available for ACs that they've closed the book on. It sucks if you like these quick and dirty icy cosmetics, but it just doesn't look like they invested too many resources into making them.
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@beatddb said:
The perfect example of a balanced map is probably Springwood, with eight hundred variarions that feels the same.
I hate playing on those maps, they're boring and uninteresting as #########.
And I see other killers saying things like "oh, I hate coldwind, the swamp, wreckers..." what? Those are the best maps in the game, they have their own feel and are interesting.
The only maps I hate are indoor maps (specially Hawkings, because ######### you Hawkings), Haddonfield and Ormond, I hate Ormond with every single cell in my body and if I had a wish it would be to completely erase Ormond from existence.
IMO, if they keep doing "balanced" maps (square shaped, more but shorten loops, etc.) they're going to end up with pretty boring realms, and Badham is the perfect example of that.
The only good think I can think of of those maps is totem placement, but whatever.
The only thing I don't like from other maps are really strong loops, but I have no problem with normal strong loops and I believe every map should have a pair of those.
You must main a high-mobility killer if you like Coldwind and the swamp. I also like high-mobility killers, but if I'm not playing Billy or Freddy, I'm probably going to be unhappy with a huge map. I love Hawkins, The Game, and Lery's as long as I'm playing Hag or Freddy, but it's a letdown if I hit one of those as Billy.
I personally love Badham and wish they'd give all the maps a similar treatment. It has a good blend of indoor and outdoor areas, most of the pallets aren't safe, and it still has a strong loop in the elementary school that a killer has to either outsmart a survivor or go through and smash the two or three pallets in there to make it less safe. Survivors have to win a mindgame and get a pallet stun at most loops to be able to move on to the next structure, so it puts more pressure on them and makes it more fun to play against as killer.
Now where we can both agree is that Ormond is possibly the worst map to get as killer. I cannot put into words how much I hate that frozen hellscape.
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These skins look bad anyway. They're just recolors of base cosmetics, so I wouldn't get too frustrated over it. Our skins that cost $10 actually change the base cosmetic and aren't just recolors, which are usually brown/yellow quality. These wouldn't be purple skins in the main game.
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Tbh as survivor I'd probably set them all off just for fun.
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My build is ruin, corrupt intervention, sloppy, and monitor. I always use setting speed/teleport distance addons (necklaces and bug parts).
Trap common travel paths, notably Badham you can trap both sets of stairs going down to the boiler room in the elementary school, and as long as you set the traps a few feet out from the top of the stairs, you're also covering two of the entrances with the same traps. Any time you have a house where you know they're either up or downstairs from where you are, be sure to trap any windows you see upstairs that are forced drops (without a roof to walk on once you vault) or trap the stairs coming up from downstairs and push them around the other way into your trap(s).
You should always be thinking about how many possible directions/paths can activate the trap you're setting, and how desirable a place is (is it a safe pallet, infinite, jungle gym, T/L wall?). If you see an infinite-enabling window is open, be sure to try to trap that loop somewhere far away from safety/a pallet/window so you have plenty of wiggle room if you miss a swing or something. You will miss a LOT of swings with Hag if you're not used to a 4.4/110% killer, but it gets better with time. Always remember to trap a bit further away from windows than you'd expect, because survivors can and will pop them from across a vault and laugh at you. If killer shack doesn't have a gen, I always trap the midpoint between the window and the two doors (usually slightly toward the window from the actual center of the room). If it does, I trap the corner of the shack between the window and the door w/o a pallet on it.
As for playstyle, spread the love around. Run sloppy, take your teleports when they're there, get a hit, and RESET YOUR TRAP. Don't take chases unless they're running straight into an already set trap/it's a sure thing. Otherwise, keeping your web up is more important than a possible down from a survivor being out of position. Try to fake setting traps once a survivor slams a pallet down to run them off of the loop (let part of the animation go, but let go before it completes setting). It doesn't always work, but at worst you have to actually set some traps at loops later and then you can sell the fake again usually. Also, remember that survivors react to traps, so in a common scenario where you have a trap on one side of the pallet, and you chase them through the pallet into the trap, wait a second and see what they do. A lot of the time, they'll come right to you and try to drop the pallet because they think you're taking the teleport.
At the end of this insanely long and boring post, I encourage you to keep trying with Hag. She and Trapper are unique out of the entire killer roster in that your planning and predictions can really cover up for mechanical issues you may have with the game (eliminating chases/looping a lot of the time), but also require adopting an entire new skillset that none of the other killers demand. You will absolutely lose some games in a painful fashion early on, but her snowball potential once you get good with her is insane. Have fun trying her out and feel free to message me if you ever have questions!
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/919680#Comment_919680
I don't even think just knowing who is being chased is an issue. Any competent solo player can tell this as soon as a hit comes in with no sound info close by. As a solo player tour sound and sight allows you to just as well and enables you to stay in a gen.
While aura perks are good by no means are they needed or is any perk needed for that matter. If you watch a good group of solos with game knowledge they will do well versus a lot of killers. What solo don't have is knowing like swf do. "I'm going down near x place" is not just about knowing that but actually knowing someone will run in to try for say a flashlight save.
Thats why I see the main issue with swf is not about the actual info but how they coordinate with that along with perks and items. There is no wondering if something will happen as they know it's coming. They can also setup pre game to synergise with each other.
You talk of the coordination and that's what I mean by telling if the killer is taking a chase or not. Against solo survivors, and especially using weird perks like Dark Devotion on killer, you can easily hit one and then rotate targets and catch someone off-guard. With comms, your friend gets hurt, and they can tell you immediately if the killer is taking the chase with them or moving on.
Adding kindred to base kit for survivor is just totally screwing killers. Every single team you face would now be as efficient as a tryhard SWF with comms. The inefficiency of communication on a survivor team is what is supposed to give the killer a chance to gain momentum. Survivors should feel isolated, and it should take either a perk or game sense to find teammates and coordinate. If you can see one of your teammates sitting right by the guy on hook, you don't have the potential for you and/or your fourth teammate to end up wasting time running in for the save. Giving that information away for free would shoot survival rates through the roof.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/919658#Comment_919658
Exactly! I play both sides and survivors really do have too much power (at least in comparison to killer.) People often go “killer main!” when I advocate for more power for killers and it’s like no...I play both sides and I feel like I have a clearer understanding of what’s going on because I do, and killers are just so unnecessarily stressful.
I don’t feel like my skill difference between killer and survivor is all that different, and yet I rise much more quickly through the ranks as survivor.
Also let’s be honest - the fact that we can see our cool fancy outfits as survivor while playing killer leaves us only our weapon to admire in game should mean survivor should be more difficult than killer :P
That's why you play hag or doctor so you can see your own ugly mug most of the match when your body doubles pop up 😀
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/919664#Comment_919664
Aura perks are for solo players to try and aid them. Bond is an amazing solo perk and always has been.
As I said they probably didn't understand how much of an impact comms would have on the game.
There is also the fact the game was made by an indie studio with a small team originally and the game did so much better than anyone could have expected.
I mean I know that, and because of the whole losing a perk slot thing I simply have to give up that information to run a strong perk build. The only aura perk I ever use is detective's and that's for totem hunting, not info on where the killer or other survivors are. Solo survivors have to run at 3/4 strength if they want to be as efficient as SWF with comms, and that's a huge problem.
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I honestly didn't know that, but that makes it even worse. So they knew going into the conceptualization of the game that they had an entire array of perks that would be made useless by a game mode. I don't even know how to handle that information honestly. Why bother with aura perks?
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I'd be fine with a diagonal cross of jingle bells across his chest/back and reindeer antlers on his noggin :)