Zomboid81
Zomboid81
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- Zomboid81
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Not sure about anyone else, but I typically leave the survivors alone for the first minute or so of the bear trap then check the farthest box from where I hook them since it's safe to assume that's where they'd be. Losing the auras while probably a smart thing overall is still very annoying for the guaranteed pressure I can apply by forcing a survivor into a very bad situation by delaying the time to get to the last box. 30 seconds just seems too safe considering you can actively see the box auras even before the trap is active. And I know the whole, "It's supposed to be passive slowdown argument not kills" but for the slowdown to be effective there still has to be some stakes in play. Why not make it so the survivor cannot interact with the boxes until the timer is active or make it so that Rule Set No. 2 is basekit? Kramer certainly wouldn't have made it that easy to get out of the trap. That way there still feels like there is something at stake or at least a bit of pressure to get the box removed rather than just, "Oh no I need to spend about 30 second to a minute running around the map before this next gen pops".
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2504662#Comment_2504662
"Overall, I'm playing the game to win and using the most effective strategies to do so regardless of how the other side feels about them"
I think It´s sad to have this mentality on a multiplayer game. 99% of people play for fun, not coz they are pro players of this game. As killer, if u create more funny games, more people will enjoy the game and you´ll have more player base to play with. But thanks for your sincerity.
No problem, I understand the strategies are frustrating for the other side but it is hard to gauge how good survivors are at the start of the match, and I prefer playing the video game to win since that is generally what I consider the most fun, though I prefer close matches to see how much I have learned. I don't consider myself particularly good at the game, so I'm currently trying to learn the best way to consistently do well.
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I personally camp and tunnel because I can't really tell how the game is going to go. It could be a group of chill survivors or it could be a group of survivors who will get the gens done in around 5ish minutes. So, I'll play my best from the get go to slow down the game as much as possible and see how the survivors do as the game progresses. If the survivors clearly had no clue what to do and they've got between 3 to 5 gens left as I get to the last survivor, I'll generally give them hatch. If the survivors manage to get it to 1 gen and nearly finish it, I'll be happy I played the way I did since it meant I stood a chance against them. Overall, I'm playing the game to win and using the most effective strategies to do so regardless of how the other side feels about them.
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@realflashboss said:
Does anyone know why when the devs made pyramid head they made it so if he tries to camp the cages they respawn with the survivor in a new location?
Part of me feels like it was an acknowledgement that they know in general**** camping is crap for all players and the killer (i know sometimes its unavoidable or strategic in the late game or at 3 gen etc).
Fortunately camping isnt in every game, if it was the game would simply die off cuz for most players it would be a 25% chance of queueing into a dead game where you sit on a hook for 2 minutes.
I think something like pyramids cages spawning to a new location if camping happens would work but it would have to be more complex so that if its at 1 gen left or 2 gens left the time for the hook to respawn location either was much longer than early game or didnt happen at all for example so that if theres a 3 gen and a survivor is hooked there they dont get punished for that.
Its just an idea, but things that make gameplay/interaction non existant for almost all the players should be addressed and buffs put in place if needs be
I believe the reason for Pyramid Head not being able to camp was because perks like DS and BT didn't proc on survivors who were caged, so there was 0 ways to get a survivor out if Pyramid Head found the cage and just sat around it.
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I believe MMR will not be perfect, but I believe it will balance the game better and show major problems with it. The reason I want MMR is because they are doing it in a way that will allow you to have several different killers at different levels of play and gradually learn them, rather than throwing a brand new person who just unlocked a killer at rank 1 against people running full meta perks. It will also allow people to see which killers overperform, which underperform, and see how powerful top tier survivors really are. In regards to your other questions:
- I already sweat everytime I play DBD because I want to win. I do not know the survivors starting out so from the start I will play to win and see how the match progresses. Only if the survivors show they are way worse than me and should not have been matched to me will I sometimes allow the last one to get hatch.
- I employ those strategies every game already for the reasons previously mentioned above, and I expect them to happen to me because both sides want to win. More on what I consider constitutes a win in #7.
- I already run the strongest perks because I am already at red ranks and have no clue if the team I'm going to be facing is going to be a bunch of solo que survivors who have no coordination or a 4-man SWF on comms running a full set of meta perks.
- I do want to face these because I want to get better at recognizing what is a loop I should not go to and should drop chase to pressure gens. I want to learn to get better at the game, and I enjoy going against good teams of survivors because if I do manage to win it was because I made a lot of good decisions and used what I learned from previous matches well.
- This one I can agree I do not want, but I believe that if MMR goes through then the devs will be able to better balance the game to extend it in a way that is healthy for all levels of play.
- As previously mentioned, all killers will have different MMR. There will be a point that I reach my skill ceiling for a certain killer and that will be where my MMR stays for that killer. However, if I get tired of one killer, I can always swap to another one and learn them and get survivors more my level for that killer.
- While I can say that not many people will agree with me, I consider a pip a win. It progresses you forward in the ranks and shows you did a good job that game. I can also agree pipping is currently poorly designed for the current state of DBD and needs to be looked at and balanced, but MMR might be able to help with that as well.
- When you play killer you are always on a clock. You need to find and kill the survivors before they finish all the gens, at which point it becomes an attempt to secure a kill. For survivors, you are on a clock as well depending on how good the killer is. Some killers set the game on a clock that you need to finish the gens, take up as much of the killers time as possible before you go down, and escape before you are sacrificed to the entity. So my time is already limited in the game, and I believe it will be better if MMR is added as I will be able to anticipate skill level before the game begins.
- I have gotten a lot of bloodpoints for the previous games mentioned. This is more of a survivor issue than a killer issue I will admit, but I can get a lot of bloodpoints by playing killers such as Doctor or Blight and always spam their ability to end chases fast. A lot of people might get out, but I still will often get over 20K bloodpoints, which is a number I am happy with. I can understand survivors getting frustrated with games they get camped out of at 4K bloodpoints, but that is more of an issue with the fact that the bloodpoint system in general is a tedious grind that needs to be redesigned to be more friendly to players.
- I will be able to tell my skill level based on what type of survivors I'm getting or killers I'm getting. If I keep getting SWFs with 4 toolboxes all running BNP, then while I will be annoyed at how fast the games go I will be proud the game considers me that good to throw those teams at me. If I keep getting Nurses who can flawlessly predict my pathing when even I don't know where I'm going, I'll be happy the game considers me that good.
- Currently I believe MMR has the potential to be the best system in DBD as I am unfamiliar with other systems and can say the current one is not working out well for balanced matchmaking. I would like to know what system you would like to see implemented and would be glad to talk about pros and cons of that system as well.
- The last few times MMR has been on I've had a great time as the games actually felt fair and balanced for me. When I played the killers I usually play, games were intense and I often had to play nearly flawlessly to win or at least get a kill or two. If I needed to relax, I would just switch to a killer I don't play often and get a few quick relaxed games in. I know this isn't everyone's experience, but it has been mine so this question doesn't really affect me.
That is my personal take on why I think the MMR system will be good, but it needs to be implemented properly. Which is why I'm glad the devs are taking their time and trying to finetune it.
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The question I think you are asking is whether I view DBD as a competitive or a casual game. With the current trend of recent killers and my usual playstyle, I view DBD as a more competitive game than it was. That being said, the overall balance of the game and general attitude of a lot of the playerbase indicates the opposite. What I have noticed, killers tend to treat this game more competitively while survivors tend to try and treat it more casually. I have played both sides and I generally play killer when I want to challenge myself and I play survivor when I want to chill and chat with friends. So to me DBD is more competitive, though a lot of other people tend to say the opposite.
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@Dweet_Unfairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2091785#Comment_2091785
Dude shut up you pretentious... ugh.. your pfp makes your arguments irrelevant and i probably have more hours than most on this cursed game.
I can dislike an overrated and opressive killer without being insulted.
You CANNOT beat a good blight as solos. I am simply pointing out his lack of counter-play and that i find him boring, not unbeatable, but boring and opressive, especially bad with my horrendous map RNG.
You're one of my least favorite forum members and far too biased to be reasoned with. If you're willing to be civil comment on my posts and actually try to sway me, instead of being so arrogant. Until you grow ip, i ask that you do not comment on any of my stuff as anything you say is meaningless to me.
I agree that Blight is hard for solos to go against. However, a good team can generally loop a Blight fairly effectively. This brings up the main problem of DBD balancing killers for survivors as you have a vastly different experience depending on if you play solo or SWF. Complaining that a killer is hard to beat as solos, and you can beat Blight in a solo I've seen it done before, is fair. However, a killer can say the same thing you're saying for solo vs Blight with other killers vs SWF. If you go up against a coordinated SWF with certain killers, you will probably lose 9 out of 10 times. That is a frustrating experience but it's the way the game is currently. Certain killers are better than other killers and certain killers will do far better against solo survivors than other ones. Blight is one of these. Since Blight is one of the killers who can go against SWF if you're good with him, it stands to reason he will beat a disorganized solo team unless all 4 solo players are excellent players. You have also mentioned a lot about how Blight has no counterplay when several people in this forum have offered you ways to counter him. Whether or not you acknowledge this counterplay doesn't change the fact that there is indeed counterplay. As for your insistence that 50/50 guesswork is not counterplay, DBD is a game all about mindgames and trying to trick your opponent. If you see a killer start moonwalking backwards and vanishes around the corner, you could keep going assuming he is going to come back forward to try and get you, or you could turn around assuming he is going to moonwalk all the way around and turn around to hit you. Or you could assume he is going to moonwalk backwards, turn around, moonwalk back towards you and try and get you at the pallet. There is always a little bit of guesswork in DBD and the game thrives thanks to it in my opinion. Of course, that is just my opinion just as much as it is your opinion that the Blight is an overhyped killer. Either one of us could be wrong, but it is very hard generally to invalidate an opinion. What I'm trying to say is this, just because you have the opinion Blight is an overhyped killer does not mean he is an overhyped killer, a lot of people consider the opposite and not every single one of them is a fan of a Blight streamer. I have played both as and against Blight. I'm not that good at him but I can 4k with him because he is indeed a strong killer. I have also escaped from him because me and my team have gone against Blights before and know how to loop him at least a little bit. I will admit it can be frustrating seeing the meta Blight build of Ruin, Undying, Tinkerer, BBQ/Pop on Blight, but that is the player's choice. A player should not reflect a killers popularity. Only when the only playstyle the killer really has as an option is bad is when you can say that the killer is bad. Blight is a killer who feels fair to go against and when I go against him I enjoy it because he gets my adrenaline going just like a Nurse, Spirit, or Deathslinger does. This is what I will say about the Blight, I'll let you decide how you feel about what I said.
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I use them for hunting the Skilled Huntress achievement since I like hunting achievements and am not that good at Huntress in the first place. The things definitely need to be nerfed there is no denying that, I would say make it so that they can only proc on fully charged hits on targets greater than 24 meters away. That way, if you suspect the Huntress has perks like BBQ or Discordance, you can keep an eye and ear out for the hatchets, and if you know she has them you can make sure you aren't too far away from them when they aim the hatchets.