Warlock_2020
Warlock_2020
About
- Username
- Warlock_2020
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Crackgear said:
Ok , I beaten all of them fine .
But seriously , already pissing me off is annoying with the cusses and swear but using DDOS ? Are you serious ?
I was streaming normally and I don't know if they were stream sniping or not but holy HELL they were freaking annoying and being toxic.
They called me things that doesn't even fit my description . They called me fat , the n- word , a c- , told me to kill myself and I will fk your mom.
They even tried to DDOS me at the end screen . They do that by having one of their friend (the host) to make it look like he left but they will try to hack into your acc to wipe memory and stuff.
I was lucky I snapped my router before they could try that sort of thing but HELL.
To go that far for a win ? Are you serious !
Stop giving them power. They want what you are doing right now. First you should identify why you are playing the game, then focus on that reason. Second remember it's a game and maybe take pleasure in how overboard some of these pathetic people get about a video game. Then strip their power away. Tell them gg and good luck, thanks for the fun match. Then move on.
Don't engage in their stupidity, but make it obvious their actions are amusing to you and entertaining. This will typically either drive them nuts or bore them to death.
Don't give them the power to frustrate you. One streamer who is great with this is Puppers. He does not typically let rude or toxic players ruin his fun.
-
@MigrantTheGreat said:
The perk shouldn't be effective against stealth killer's imo because it takes away the element of surprise from them
Not sure I agree. It gives a "sixth sense" that something is nearby. There is no aura sight attached to it. Sure, when I run Pig, it sometimes sucks to not get grabs, but eh.
-
I think this would go far in helping players sympathize with both roles. The community might actually be able to come up with legitimate ideas on how to help balance things.
-
No. Penalizing hook suicide should never be a thing. I rarely see it as killer. I also am not very toxic as a killer. I intentionally avoid tunneling and nobody can say I camp since I immediately hunt for the next target. I have had one hook suicide in the last three weeks, playing roughly 20-30 matches a week. If you are having a lot of hook suicides, you likely are a very toxic player.
Here is where I usually see hook suicides on streams or if I am in a self-destructive mood and actually play survivor (I hate that role!)
- Killer brings a mori and is tunneling directly off the hook. Usually the 2nd and 3rd player will suicide after the first one gets tunneled and killed.
- Killer is hardcore tunneling from hook one onward.
- Killer is camping and survivors are not doing gens.
- Survivors are hiding around the map not doing anything useful. Five minutes in and only 1 gen is done that you did..
- Frustrating killer/build combo added to tunneling and possibly a mori - hook suicide.
I see hook suicides if I choose to play survivor, but rarely see them when playing killer.
I have zero problem with players who want out of a match that is overly frustrating. I do agree that some players are just too sensitive and will suicide on hook if you find them right away and hook them. Not much you can do about those sensitive angels. They are what they are.
-
@TheLastGreatStar said:
I haven’t played survivor in a while as I’ve mostly been doing killer matches. I started playing some survivor again tonight as a friend I haven’t played with in a while invited me. I’m playing Jeff and I in no way play toxic as I know how annoying that is to go against as a killer. But almost every game I’ve been tunnelled straight off the hook just because I can put up a decent chase and it takes killers a while to down me. That’s if they down me at all. It’s so ridiculous. I’ve just had a Freddy literally push past other survivors to target me and me only. I’ll never understand that mindset. I don’t like using DS as I find it a waste of a perk, but it’s like I’m being pushed into using it again. It always seems to be Freddy’s that are the worst for it and I don’t know why as he’s one of the easiest killers to play in the game.
The tunneling and crap bp is what pushed me to playing killer. I do not enjoy the survivor game at all. BP sucks and the tunneling is out of control. Especially now that the new killer can counter the best extra BP perk in the survivor game (WGLF) by putting you in cages. ######### were they thinking in making it so you don't get a stack for rescuing out of a cage? lol
Yep, I'll keep to killer.
-
How would a survivor lag switching impact your ability to hook them? If they "hit the switch" then their communication with the server is "lagged". It can't effect yours unless they had access to your WiFi. You would be able to hook just fine. This is more about how crappy the servers are than anything else.
It would have more impact on you as killer while chasing them. They would have a cut in communication with the server, then re-establish. It could cause missed swings at a shadow, but even then it likely hurt them more than you.
On the other hand, the old lagswitch killer was the host, and therefore could effect the entire map and anyone connected to it.
-
Some great thoughts in here. I prefer the cursed judge concept due to his being influenced by the Entity and killing innocent people as witches. He himself perhaps dabbled in witchcraft in order to create the witch threat when needed. Now he's cursed to forever be tormented by the witches he missed.
I'd take either or though. Would just love to see the lore used.
Edit: He could have the first hook mori where he sets your hook on fire with you on it.
-
@Akunaught said:
Hey... just got back from a dbd break, noticed major changes to ruin. is it still worth running?
I use ruin all the time. It works fine and in some cases better than before. If you focus on pushing people off gens and not on long chases and incorporate it as part of a build, it works well.
It often gets ignored until it's too late now. Have had new ruin last longer on average and become a real hindrance mid match.
If you prefer to focus on long chases and not on gen protection, new ruin will not work well for you.
-
I'm still waiting for a version of a Salem witch judge and a good graveyard map with a burning stake awaiting the 4 witches he will chase down.
-
If you watch Tru3 long enough you realize he blames all his mistakes on cheating or SWF. He's sort of like the My First Lil Streamer' of DbD. Watch Zubat and many other if you want to see real killers without excuses.
When I first started playing killer I watched Tru3 and TydeTyme. I quickly realized that both always had excuses and claimed cheating when they lost. I started watching big boy streamers and started learning about how to identify my errors and get gud.
-
@Cetren said:
https://forum.deadbydaylight.com/en/discussion/comment/951571#Comment_951571
People with traps tend to not heal or go on gens. You know they'll go to the nearest box and you know they'll go down in one hit. Why wouldn't they go after you?
You are not thinking of total map control/pressure. If I have one with a trap on his head running around trying to find a box and another being chased, I have 2 off the gens. If I'm tunneling down the one with the trap on his head, I have 3 on the gens. I lose. I prefer to have one trapped, one slugged, one in chase. That is all 4 likely off gens.
-
@MetatronYHVH said:
I recently got back to this game due to Silent hill collaboration so I'm back to Rank 17 and I was greeted with a SWF party immediately on my first game. Two red ranks and the rest are are in the white ranks clearly smurfing since these guys knows what they're doing.
I won with my rusty Oni but did they mess up the match making again? I thought it would match the party with the highest ranked survivor in the party? How did these guys get into White ranks again?
- Smurfing never went away. I see rank 18 players with way too much skill to be rank 18. Ask if they are just returning and they respond with nope.
- Match making is so jacked up right now, you could be facing two red ranks, a green and a yellow as a yellow ranked killer and all are solo. Had a match as a rank 2 killer the other night and I faced a rank 20, 18, 18, 16. I figured it out fast when they were missing skill checks like crazy. I toyed around, let them get 3 gens done while I chased them around a bit and got hooks. Then finished it. Match making is a mess.
-
@Blendette_will_Evade said:
3 Blendettes evading around the map for 5 hours while you struggle to find them or Toxic Nea and Feng Min tbagging and pointing while looping you for 5 gens.
If you got looped for 5 gens, you should be annoyed at the killer for being so dumb. If I can't down them quickly, I peel off to a nearby gen being worked on. That said, it's usually a David King or Meg who I have pointing at me on the other side of a pallet.
I guess Blendette wins by default?
-
It's just a story/aesthetic thing. Reverse grip is very inefficient when wielding a sword of any kind. It limits your attack angles and lowers the power behind most strikes. In short, it's just for effect.
-
That is one thing I have to say I enjoy about the new killer. The cage power seems to be a random placement on the map. Thus making it more difficult to tunnel/camp the "hook". I'd love to see fast "hook" options for killers that randomize placement and eliminate the need to pick up and carry. That would go a long way to limit camping and allow the killer to keep pressure on the map as well as lower risk of the survivor wiggling free.
-
Candyman was a great film, but I don't want to see him in DbD. I don't think he translates well. I like the direction they went and would love to see more video game killers. Maybe we can get some Resident Evil or Dead Space in the future.
-
@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1307366#Comment_1307366
What's all for one? That's not a perk?
I don't know why I do that every time. I mix 'For the People' with a skill from another game. Weird, but my son gets annoyed with me every time I do it.
-
@EmpireWinner said:
They're not common to go against, as much as many don't like going against them, they need to understand that they're trying to have fun. Many claim that they're out there to "ruin" people's fun, that may apply to some, but the most I gone against were good sports. Knowing pregame if they are a 4 man and choose to dodge, will create even longer queues. That's the last thing we want.
The "not common" side of it used to be true, but not so anymore. The game has gotten so bad for solo survivors that it has either pushed players out, or into Discord groups. It used to be that I'd face an SWF once every 20 matches. Now, I face nearly half my matches vs SWFs. It is what it is. The game left the solo survivor behind.
-
I'd love to see a casual side of the game. I've even recommended making the Custom Game option to where you have to unlock the perks and earn BP, but can't use those characters in normal gameplay. Unfortunately, one truth remains, the population is not big enough to support multiple game modes. Though, I would argue that a casual game mode where hardcore camping/tunneling (camping the first hook, intentionally chasing down unhooked survivors to get them out of the game asap from the start, etc) is removed/punished, keys are limited heavily/removed, and a few other tweaks are added in would actually increase the game's population.
A casual mode would require rules of behavior and gameplay that would have to be enforced though. Not so easily done.
-
This is why the PTB does not work in its current state. Hardcore camping/tunneling killers or 4-man SWF hit squads and of course the DC/suicide on first hook completely destroys the purpose of PTB. We are supposed to be testing the game capabilities. How is the killer in loops, how are they in map pressure, etc. Any killer can camp (granted, this current one is really good at it), and any group of survivors can dominate if you get 4 good ones together. That does not help test the new killer. I'd argue that the 4-man group might actually be helpful in seeing how well he killer holds up, but the DC/suicide on first hook does not.
PTB should remove access to anyone who leaves match early. They lose PTB access for the current chapter. Hardcore camping/tunneling should be punished by lower priority match making. If the killer repeatedly downs the same survivor within 30 seconds after unhook (hardcore tunnel) or does not leave x range of the hook at all during matches (not once or twice, but every time) then they get significantly less matches.
We want to test these abilities and identify glitches, exploits, concerns and balance issues. We are not there to dominate, increase rank, or play toxicity. But, that is why this PTB is pure crap and does nothing to help the game.
-
@Flatskull said:
You'll get this a lot because looping has become the time wasting meta so that gens can get done as quickly as possible. PH specifically has powers to push people off loops. Loops are safe. Once they start it's just winding down time until either someone slips up or blood lust kicks in proper.
PH dosen't have this problem and when you see people play on the PTB you can tell they are struggling with the concept of "jape and loop once or twice then abandon to a new path" or the even more dreaded "Actually do something beside try to circle this table"
In short. PH biggest weakness is if they treat like an actual killer and try to avoid being chased by him...if chased by him...focus on getting actually away instead of time killing. He'll prove to be a lot less seemingly OP.
Drop a pallet. run away. Pretend to go one way or another. Ectr ectr
There are too many aura reading perks and detection perks to play stealth. So avoiding all together is not likely. As for losing a killer during chase, that is not so easy with the perks I mentioned above or the killer's power of Killer Instinct. I get that looping is completely stupid and makes no sense, but what other choice is there? This is a game design issue and on the developers to fix. I don't personally think this killer is OP, but it does not lend to alternative ways to escape. Drop pallet and run does not work when the killer can have any number of perks to tell exactly where you went.
I CAVEAT this by saying I prefer killer play over survivor by a country mile, but I understand the frustration and stupidity of survivor play. They have very limited options other than hit gens and loop the killer. Stealth is NOT an option at all when you consider any number of perks and powers that counter it. So, we end up with a gen rush and looping. If we really want this game to balance, they have to completely rebuild gameplay.
Seeing this killer makes me almost want to play survivor because he would be really creepy to see coming after me. I'd love the fun of having that rush of "Holy Crap he's scary!". That said, my biggest fear is that they just created the perfect camping killer. They may have created a better camper than Bubba. Insidious on this guy will allow him to drop survivors at the hook left and right. Wait for the unhook, unleash power and drop the unhooked immediately while also injuring the other. I often think the developers don't think of the toxic ways to us a power/perk or how it combos with other perks. It's a shame because I do like the concept of this killer.
-
More traps for Trapper and a team-based mori would make my day.
-
@DelsKibara said:
There will always be "New Killer OP" posts everytime a Killer is reworked or added into the game.
Remember when people called Oni OP? Or Deathslinger?
They'll do the same with Pyramid Head.
There is also the equal whining about the killer being too weak or new survivor perks being too strong. Remember the tears over All for One? I've seen that perk used once in the past month and it was supposed to be broken and meta.
Overreacting is the hobby of both sides on this forum.
In all fairness, Deathslinger, with his tiny TR is still easy mode. It's who I run when I want easy BP without the fuss. Heck, I even started running him with only MA and no other perks or addons. Fish in a barrel.
-
@Kyle1234 said:
I am sure Silent Hill fans are happy and should be but in my opinion this is a let down.
They hyped this up as if we are getting someone like Jason. I am sure it will be a fine chapter but they really overhyped this.
There is nothing in their lead up that gave a hint to Jason or Candyman. Not sure what the fascination is with Jason or a man with a hook hand. Jason is boring and too similar to other killers.
Personally, I'm glad they are delving into video game lore for horror. This opens up many possibilities. Resident Evil, Dead Space, other Silent Hill characters, etc. A whole new barrel of goodies with tons of potential.
-
@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1296407#Comment_1296407
Excuses mean nothing to me, I judge based on how they play. His survivors make fewer mistakes and play stronger than anyone else I've seen.
That's funny. He plays the same survivors every other rank 1 plays. Sounds like you just want to believe in home. That's your right, no biggie. Just don't fool yourself into thinking he gets placed into some special group of elite survivors. He just makes more excuses than Zubat or Monto would.
-
@Dwinchester said:
Tru3, because he has to deal with the very best survivors on a consistent basis. Umbra and monto stomp, but any decent killer would stomp the survivors they get.
The few times I've seen monto get the really strong teams, he's depipped.
Tru3 is highly overrated. He makes the "SWF" excuse a lot. Otz and Zubat put him to shame. I've faced Tru3 and he makes a ton of mistakes, then cries gen rush. I was not in an SWF, only 2 of the four were. He got one kill after he resorted to hardcore tunnels on the Jake. That was partly his mistake, we got three gens done during that and left.
Zubat, I've faced him and it was embarrassing how fast he wiped us out. 4 gens still waiting to be done. I'm sure he did not miss with a single hatchet. He is miles better than Tru3.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1281442#Comment_1281442
I'm a survivor main who plays SWF. I'm also not toxic. However, the fact is that this was already tried in other games.
https://forum.deadbydaylight.com/en/discussion/comment/1281489#Comment_1281489
That's not what other games showed, at all. Why do you believe DbD will be any different?
Several games have shown it works. Hackers, scammers, and overly toxic players are more annoying to deal with than a good player that kicked your arse. If you only have a few "avoid" slots, you will want to spend them well.
Personally, I think this community is too far gone to install any of those types of options though. Most of the decent players have left. I rarely ever play anymore, maybe once or twice a week. There is way too many toxic whiners in both the forums and the game itself. Most of my friends have moved on to other games. I keep trying now and then in the hopes things will change because I think the foundation of the game has so much potential.
Oh well.
-
@Orion said:
Terrible idea because the best players would suffer the most.
Maybe at the beginning, but not for long. Toxic players would override the want to avoid a skilled player.
One problem this game has is a total lack of consequence for craphole behavior. The game almost encourages it. The devs protect toxic behavior with their idiotic nerfs and policies. Face camp the first hook with 5 gens while nodding and repeatedly hitting the survivor is all good. NOED and Blood Warden will ensure you get to do this to 3 or all 4. No consequences. (There are examples of toxic behavior on both sides.)
An avoid list would be great. Maybe, if one player gets hit with enough avoid due to behavior to where it takes an hour for them to get a match, it will sink in to act like a decent human being. Unfortunately, that is not BHVR's concern. They have more cosmetics to push out.
-
Yes, it is significantly better than survivor. I get lots more BP. I can decide if I want to take the foot off the pedal or if I want to give in and open the door. I can't be tunneled out with less than 10k BP. Heck, I can't remember the last time I hot less than 20k BP. Even those rough SWF matches that annoy me a ton are great for BP.
-
@Stitch7833 said:
Needs to be a slight de-buff to swf, a solo would need to run 6+perks to gain the info swf can share so why hasnt a d-buff been added? i dont mind people wanting to play with friends but its kinda boring every killer game having full meta swf with 0 draw backs... im sure most of us do swf at some point even if its duo and the difference is insane.
Debuffs are not the answer. Buffs are. Buff solo survivor to be able to gain information as well as SWFs, then balance the game around SWF play. That means killers get a huge buff across the board.
All the nerfs over the past few years have created a mess. Time to fix the problem with buffs.
-
As toxic as this SWF was, they were not very good. Still ended in the killer's favor in what would have been a 4k. Honestly, this video does not help the killer position as it shows not all SWF can dominate. Most of the SWF I see lately are way better. Gens are popping like crazy and the match is over before the killer can get anything going.
-
When I intentionally avoid tunneling the Meg when only 2 gens are done, then I down her at the gate in end game, throw her on a hook near the gate. Someone rescues her before I can move, down her, they open the gate and I eat a DS. Thanks for not tunneling during the game, but eat this now. Encourages me to be toxic and tunnel everyone at least once during the game. I hate tunneling though, so it is hard to bring myself to do it. Wish DS would deactivate once the gates open.
-
It's a lot more fun than survivor. That's why I stick to killer. Every now and then I can't get rid of survivor dailies, so I solo que and quickly remember why that role sucks pickles! Nope, I'll stick to hacking tea-baggers and throwing em on hooks.
-
Been playing this game for three years plus. Have only 4 with all perks. I gave up P3 on characters after getting 2 there. I saw zero difference in the items on my blood web and don't care about the clothing. As killer, I can't see it anyways. As survivor, P3 gets you tunneled half the time.
The grind in this game is nuts. One of the reasons I find myself playing less and less of the game.
-
As killer, there is little survivors do that annoy me, other than 4-man SWF groups that would rather try to bully the killer than just do gens and go. I'd rather get one hook and gens done in 4 minutes than spend 15 minutes being harassed by flashlights and every game mechanic they can squeeze out. Not fun at all.
As survivor, the only thing a killer does that I find annoying is camping from the start of the game, or hardcore tunneling all game. Let me clarify on that. Situational camping or tunneling is not the bother to me. I faced a Doc earlier who suddenly started camping a hook. I figured out he must have seen me nearby as he was hooking the other survivor. So, I left the area and within seconds, he did too. I had one last week that switched to tunneling off the hook after 3 gens were done fast. I don't blame him, he had to slow the game down. Then again, I've had them hardcore camp/tunnel from the very start. Those matches are painfully boring and suck outright for the victim. I find it extremely frustrating to not be able to engage the killer and have some fun. Just holding M1 and leaving is not why I play. (Probably why I play killer 90 percent of the time!)
Do I cry and whine and point fingers after the match? No, just move on.
-
@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1272743#Comment_1272743
https://forum.deadbydaylight.com/en/discussion/comment/1272811#Comment_1272811
Did either of you even read the short passage besides look and say "uuuuuhhhhhhh that is ma sh et e! Pic ture is ma sh et e!!!"
The base weapon's name is The Cleaver. Not The Machete.
You could call it a banana and it won't matter. It is obviously a machete. You look up Cleavers and you will not find anything that looks like these weapons. You are trying to argue a losing point here. The guy uses a machete, end of story.
-
@Okapi said:
Some of the killers and licenses being posted are NOT iconic or classics. They have to be well known among the general public, not just hardcore horror fans.
The only licenses that fit that build would be:
- Friday the 13th (Jason)
- Alien (Xenomorph)
- Child's Play (Chucky)
- IT (Pennywise)
- Resident Evil (Nemesis)
- Universal Classic Monsters (Dracula or The Monster)
Now depending on how generous Behavior is being with their statement one could stretch it to include the following:
- Silent Hill (Pyramid Head)
- The Ring/Ringu (Samara/Sadako)
- Hellraiser (Pinhead)
- Candyman (Candyman)
- Slenderman (Slenderman)
Universal Classic Monsters only covers their take on those monsters. You and I could put out a Dracula vs Mummy movie right now and they could not do anything about it. Those characters are Public Domain.
That said, I think every potential licensed killer is less than impressive. I don't really want to see any of them in the game. If we are going to take a licensed killer, why not Kane from Poltergeist? The cult leader ghost figure. He was creepy as hell and there is plenty of vagueness to his character to do what they want with.
That includes survivor characters as well. I don't like the licensed survivor trade. They take good characters and put them in a game where they can't fight back and are basically cannon fodder. Ash from Evil Dead is a shadow of his normal character. I would hate to see other cool survivor characters get the same treatment. My wife mentioned it would be cool to see Dean and Sam from Supernatural until I reminded her that they would not be able to really fight back and are going to be stripped of all their strengths. She changed her mind pretty fast.
BHVR should stick to original content. I'd rather see them break out into short films (Creepshow style) about their characters as opposed to continuously slaughtering licensed characters.
-
@xEa said:
Interesting video.
What do we see: You are hiding, walking around and doing more or less nothing.
What we dont see: The Dwight is actually using Bond.
I want to see the whole video. Not because it would change a lot but rather to see if i am right why Dwight gave away your location. If it is the way as it seems, i feel more for the Dwight then for you. Proof us wrong.
Did you watch a different video? She clearly maneuvered around to save Dwight, then did the smart thing and tried to hide/evade as the killer was obviously using Dwight as bait. Then Dwight sold her out. Doing nothing? She just saved a slugged player. ######### do you want her to do? This is why you don't go for the save in a solo que.
-
Those are not meat cleavers....need I say more. I even said he had makeshift bladed weapons. You have some reading comprehension issues, yeah?
I do love how you conveniently left out his default MACHETE! I'm looking at my Trapper right now and loaded up his Machete. I'm going to go get some survivors with it. Enjoy your day.
-
@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1272541#Comment_1272541
You missed the point. Trapper uses a cleaver, not a machete.
Trapper's default weapon is a machete. I have not seen a meat cleaver for him. There are makeshift weapons, but no meat cleavers.
-
There is no guarantee for 4k. You have to get better and earn it. Not that hard. I get 4k matches regularly just running Trapper with chili, Spies, and 2 random perks. Throw in any bag and some Tar and it's a party.
-
I only see one issue with him, tiny TR. He can be right on top of you before you know it. I don't play much survivor and can't say I hate playing vs him, but he is an easy mode killer.
I heavily disagree with him taking more skill. I have yet to not 4k with him unless I give the hatch. He can get right on top of survivors with MA and can often pull them off of gens before they can react. His lack of wind up for M1 means easy M1 hits as well. Pallets are nearly inconsequential vs him as he will chain you and drag you around, thus canceling the distance afforded by dropping the pallet.
If I'm in a mindless mode and just want to score a few games, I run him or Doc.
-
There is no room for a competitive mode in this game. For one, the population is too small to be divided. The other issue is balance. You could not take any ranking or positioning of brackets seriously because of the lack of balance in the game. Like it or not, this game is stuck in casual mode for the foreseeable future.
-
@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/1247709#Comment_1247709
Read my reply to Aven_Fallen. I'm not typing that out again.
I did read your reply. It does not change mine. Every blood point counts for survivors. Especially when you add in BP bonuses.
-
@Awakey said:
It's up to 900 bloodpoints.
Are we really complaining about 900 bloodpoints? And those 900 aren't guaranteed; it's directly tied to how long you struggle. And don't say "iT aDDs uP" because, while that's technically true, it's not true in practicality because you won't go into struggle every game.
Considering the crap BP that survivors get, yes, 900 counts. Furthermore, lets take the average 750, add in the 50% bonus from running WGLF and getting 2 charges (375) and now you are at 1,125. Then add in a 75% offering for an additional 560 points to raise that total to 1,685. That adds up fast. Now, lets say someone else ran BPS, you are talking about a potential addition of another 750. Heck, if you got 4 rescues, and maxed out that struggle to 900, you are talking about upwards of 3-4k.
One of the top 3 reasons I switched to killer more than 2 years ago is because survivor blood points per hour were pure crap compared to killer. I can double survivor points with just chili and no offerings on killer in an hour of play (including que times). Taking away the struggle points because all are hooked basically is another F/U from the developers and another reason to absolutely hate slug builds.
In reality, it is just another reason for someone to run a slug build if they really want to stick it to survivors. You could be taking away a lot of points from every survivor. Pretty good job so far developers. Why do they keep adding to the problems and toxicity in this game? Any thoughts on that @Peanits?
-
@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/1245154#Comment_1245154
if you do gens fast enough, and the first person loops well, it is probable that the killer only gets 1k, maybe 2. and the exit gates has nothing to do with NOED, that should be changed in its own right
Barring current matchmaking issues - many of these toxic turds intentionally hang back at lower ranks. The odds of having good loopers in that rank bracket are pretty low. Players who intentionally Facecamp from the start of the match are not in it to win. They are merely trying to ruin other people's game experience. They don't care about rank or BP. They know they can't pull this stuff at red ranks, so they stay where lower skilled players are.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1243792#Comment_1243792
"I have always thought for this reason, that NOED needs a requirement....nothing major but just something to prevent this scenario which is very common. For example, only survivors who’ve been hooked become exposed? At least the killer would need to hook each survivor to get the full effect....I don’t know. Just something."
OhTofu made a good suggestion quite some time ago. His suggestion was to remove the Hex-Status of NOED and give the Killer 0,5% movement Speed per Hook and after a certain number of Hooks possibly the Insta-Down. This would make NOED actually rewarding. And it would remove this useless Totem Hunt. Cleansing is sadly worthless unless all 5 Totems are gone. And in fact, finding NOED afterwards is even harder then, because the Totems which were easy to find are already gone.
Not a bad suggestion, but I'd prefer it be tied to a totem still. Perhaps a certain number of hooks required and a new totem is spawned when the 5th gen pops.
-
@Clevite said:
That is why he averages 3ks.
Can't be that fun tho, I'd rather lose with multiple hook actions and chases won, then "win" with 3 hooks and just standing in one place all game.
Send em a gg and move on!
Players who camp like this are not in it to win. They merely want to frustrate the survivor players. They are toxic little turds who don't care.
-
@SaltedSnow said:
https://forum.deadbydaylight.com/en/discussion/comment/1241993#Comment_1241993
Normal hits, it's like I don't hit as far as I used to or something. I missed 2 attacks in a row on someone not juking, and I haven't missed an attack in months.
I think that could be the latency smoothing mentioned above. I would notice several times in the past where I down someone but their body is significantly outside my attack range. Clearly there was a signal issue there. Now I think we have to get used to how it looks when they smooth out that signal. I don't know, I felt a bit sluggish but by mid match I was back in the swing of things....
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1241297#Comment_1241297
"No. First of all, the concept of tanking the hit for the escape is perfectly in line with the heroic ending to some horror movies."
Yeah, and guess what? THOSE HEROIC PEOPLE DIE.
"That said, why should survivors be punished for succeeding?"
They succeed when they escape, staying inside during the EGC should be a bad thing for survivors. They literally have no reason to stay inside other than to aid others to escape, and that should come with a risk.
"This would like causing the killer to move 10% slower once the 3rd survivor dies. Punished for success is not the right way to go about it."
Not the same thing, it would actually be more comparable to slowing the killer 5% when he decides to close the hatch, adding tons of pressure on the survivor while all you need to do then is patrol the exit gates. It basically adds a risk to closing the hatch without knowing where the survivor is.
"I hate getting blocked at the exit gate, but I just face facts, I lost and don't deserve a freebie."
Its not a freebie, they literally risk their life to save a friend instead. And yeah, survivors should be rewarded with a ######### ton of survival points if they take a protection hit. Perhaps even the same amount of points they would have gained for escaping, without giving them emblem points for doing so. Meaning that BP-wise, there would be no difference.
They often live too. Sorry, but this is a bad idea. As much as I like getting kills, I don't like getting them at the cost of the game. A move like this will just make gameplay that much worse and push more casual players away. It's a cheap freebie for killers and a punishment for survivors who have otherwise succeeded. It would also make EGC even more impossible for survivors. It's already heavily stacked in the killer's favor when he shuts the hatch.