TecmagDiams
TecmagDiams
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- TecmagDiams
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As a note this issue is not character specific, it happens to me regularly when using self-care or healing others on Claudette. Additionally the issue seems to start after being hooked, although I can't confirm. I can confirm I have had matches in which Bite the Bullet was functioning normally and then stopped later in the match (after I had been hooked).
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Bumping this thread because man do I agree! She's thee most popular survivor, and previous years ALL original characters got crowns, where the heck is this queen's mask!?!?
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I'm happy to see something to coutner-balance boons, but at the same time I don't think this is it...
I think a much healthier option is making a basekit change:
- When a killer snuffs a boon, the entity blocks the totem for X seconds.
- I'm not sure how good a fair time is. I personally think 60 seconds might work well. It needs to be long enough to have impact on the snuff, force survivors to use other bones if they want their boon back, but still be reused later.
I like the idea of this perk, but it could simply do something like reveal auras and give a short hinder debuff and/or increase the block time on a base-kit, making it so the perk really punishes boons times.
That's just my 2-cents.
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I enjoy DbD but how can you compare it as a Labor of Love to games like Terraria that got over 8 years of free updates?
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1760202#Comment_1760202
No one is gonna play on PTB to check this out.
Using your live branch for data gathering experiments is kinda gross. I'd be willing to give a pass if they had different queue from their main competitive mode to do so on bit they don't.
In a game built around blood point grinding to get add-ons, items, etc to play the way you want I'm not wasting those killer add-ons and thus my grind time so they can run a data gathering test.
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I see a fair amount of survivors complaining that 2 perks can sometimes get cancelled out if they step in the marinara.
Meanwhile Hex perks, you know, perks that can be straight lost and half of it is RNG that a survivor doesn't spawn touching one exist.
Honestly I don't run into to much trouble against Pyramid Head. The killers I do struggle with I don't even mind much. I still feel that when things go south in my matches as survivor that half of it was "why is noone touching gens!?" Or "please just let me heal you that's my whole gimmick" or "please stop bringing the killer to the one or two gens we are working on" or my favorite "please loop the killer away from the hooked person." All of which I'm not totally guilt free of haha.
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@Momentosis said:
We'll make it becomes a wasted perk slot when your teammates refused to let you heal them so they can self-care in a corner.
As a pure healer build main I feel this. OP said it's not that common but my solo queue experience is far different of a story. Most of the time I will be following an injured teammate for so long that I get frustrated I've wasted so much gen time and fall off them just to see them start self caring/medkit in a corner.
I wouldn't be so mad about them self healing if they were running healer perks too, for example I heal myself as fast as someone else would heal me without a med kit, so it's better for them to work a generator while I heal myself. But I could heal them probably three times faster than they heal themselves if not more...
I'm running Empathy, Self-Care, Botany Knowledge, and Desperate Measures (? The Felix perk).
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Listen, I just wanna be destroyed by Dorito Daddy okay? Oni? More like own me. UwU
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I mean, why does an invalid grab not count as a hit? If you sent the grab event the server should check the grab, if it decided it couldn't be a grab but would have been a valid hit, just make it a hit.
As is a grab is encouraged by the way things are SUPPOSED to work, but punished by the way things actually work.
I often avoid letting the game try for a grab because if it cancels from latency I get stuck in an animation for a moment AND don't get a hit.
Seems like the simple answer to at least count this as a hit.
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Honestly saying "gg" without any further context in your comment can be pretty rude in my opinion. As others have stated, some matches clearly were not good. If I am a survivor and 2 players on my team DC on their first down, and the next person gets first hook mori'd after being camped on hook there was nothing "good" about the experience.
If the person playing killer honestly can't see that for the survivors it wasn't a "good game" saying "gg" is tonedeaf and the person lacks basic interpersonal skills. It doesn't take much to empathise while being nice though.
"Gg guys, sorry about the DCs. I really wanted to use my mori I'd burned though. :(" - explains the behavior, connects with the other players, and is polite. If they get pissed back that's on them.
"gg" though is likely to get "it really wasn't though" as a reponse, because, well, it was a bad game.
I saw a lot of people using sports as a comparison but imagine this: my team fouled your team a bunch, refs didn't call them 90% of them time. My team won by a landslide because of this, couple of your guys actually got hurt pretty bad. "GG"
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This topic is flawed from it's start as it's making claim that the killer is "always stronger" than a SINGLE survivor.
There's 4 survivors I would certainly hope the killer will always inevitably beat one in direct 1:1 scenarios. While the killer is looping with that one survivor 3 others can be working generators. It's not about that one survivor BEATING the killer, it's about them buying the most time possible. If the loop long enough 2 or 3 of 5 gens could be completed in that chase. Additionally the killer may need to catch one survivor 4 separate times if they have second chance perks.
Against survivors who know what they are doing a killer will be lucky to get 1 or 2 people.
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I had a match in which I cleansed all 5 totems, ruin 3 times, undying once, and a full somewhere in the middle. It was fun, I got blood points in the boldness without looping which Im not great at, and it didn't take me too long.
The number of times I've seen hex totems cleansed right away, gross. Heck I did a killer match where I downed someone in the first 30-45 seconds but they found my totem (was running Thrill & Devour). I got the choice to take my good catch or protect my totem that might be Devour.
Hint: It was Devour. Undying instead of Thrill would have made this an ACTUAL choice for me, one where I wasn't punished unfairly for something out of my control, even though I did great.
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Opposite problem: as killer how many times have I had my totems in the most visible locations, or even when they're not they are found in the first 2 minutes disabling a WHOLE PERK. Well hidden totems is a good thing in my opinion. Learning totem locations is part of learning to play.
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In the same way that the killer picking Oni feels like it hard countered your No Mither, Calm hard counters the killer who happened to pick Doctor (he doesn't get to know where you are, nor does he deny your vaults/pallets/unhooks/clenses). The same way that Slipper Meat counters Trapper.
Think of this: Luck serves only 2 purposes in the game, unhooking yourself and escaping Trapper traps... So luck and Slippery Meat are just specific F-U to trapper because they HAPPENED to pick trapper when survivors happened to take those things.
Honestly I'm kinda okay with the existance of it since there is so much mechanically going on in the game that balancing these things out for every killer vs every perk and every perk vs every killer just isn't reasonable.
Also the whole, "Blood orbs are 'BLOOD'" argument kinda falls apart when visually and stylistically Blood Orbs are some kinda spirit world essence dropped by those who are injured.
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"PC Killers are so sweaty"
Dude my first 3 matches against console survivors had 3-4 brand new parts each... Tell me again who's sweaty.