clowninabout
clowninabout
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Can we see the survivors ping too in that case? I've seen many survivors rubber banding all over the place with very high ping.
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Honestly I'd rather map offerings were changed to be a map veto instead. So if you really don't want garden of trash you can use the offering, still rng on which map you actually get though but at least it's not that one.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573648#Comment_3573648
this is very true. I've accidentally missed a skill check on the 2nd phase purely due to drinking my coffee and completely forgetting about it :)
Skill checks in dbd are like "scratch your nose, I dare you"
Back on topic, I personally see no problem with people being abke to let go on hook. Yeah it can kind of suck if they do right at the start on first hook, but it is their match and their choice to do so. Much as it is my match and my choice to effectively throw trying for a third blastmine proc in a row.
Also for me personally I will always hang on if there is a reason to do so, but if the match is obviously lost I'll let go for two reasons. First it's a recognition of gg, wp you won and secondly I can just go next again quicker. Another small thing is if you're hanging in even whilst the last person is in chase, ypu're blocking any chance of hatch for them.
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My personal biggest issue with hooks spawns is how basement can completely screw you over as killer. No nearby hokks due to basement but realistically you cannot get the survivor in there. A good example of this is when it spawns in main building on eyrie. Hooks are usually alright otherwise though.
But I will say for us console killers you don't always get to choose which hook you go for. The wiggle effects feel harder for us to counter so I can't always risk walking to the hook I'd like to just in case I get stuck on a doorway or random piece of scenery.
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I often will choose not to take an easy early kill, even though it would be the right call if I really wanted the win. We've all had those games where one survivor constantly runs into you, has bad luck, falls for every trick you try etc etc. In most of those cases they never see it for what it is. Although rarely really good players will notice what you're doing and I have had the odd thank you message.
I once had a match where there was only one good player. I'd hooked some the others very quickly but this steve was an excellent looper. I ended up ignoring the others and just did 1v1's with him (which he understood was happening too) for a bit. When someone else tried to bodyblock for him, even he stopped shook his head at them. I learnt a lot that match and even though I caught him in the end I carried him to the exit, to find the other 3 douchebagging. Got a ggez baby killer from the meg but a really nice message from the steve. I did reply to the meg saying that "steve was way better than them and it wasn't even close" though.
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Yeah on console there are times that no matter how well I predict or outplay the survivors, due to the limitations on turning speed etc, I'll get someone 360 and end up auto aimed to hit a tree or worse the camera snaps to swipe at thin air. I'm sure all console killers have had that happen before. Certain killers are much more difficult, I wouldn't say impossible but definitely more difficult (looking at you trickster). The very high mobility killers like oni, blight and billy again aren't impossible just harder to make the best of.
Plus there is other stuff, like I'll see say otz at a pallet and he's like just look down to avoid the flashie. Yeah that's not happening for console peeps, can't do it quick enough. Also no reshade or bright as daylight filters. Honestly I've seen some streamers and their games are so bright and saturated, it almost hurts my eyes lol.
I guess all us console killers have just had to learn how to play a bit differently.
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Red herring - I'm not saying it's good, just underrated if you get the right situation to use it.
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@MalekithHatesSnow said:
May I have survivor perk prevention then? Im kinda tired of Adrenaline its kinda boring
What about the other 3 that usually come with it? MfT, hope and WoO.
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My controversial take, pallet looping is boring for killers. Running around a pallet 3 times till they drop it, break and move to the next one which is not far at all is mind numbing.
However actually chasing someone across the map as they try and run and use whatever is available to them is fun. And all credit to them if they can lose you doing it.
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My games have been good mostly, killer games went alright. Lots of bp's for both sides, although sad there were the usual instant dc players too. You could normally tell if you had a super sweat squad incoming because of cringy map offerings and purple oaks during the event.
Survivor games were okay too, even when I was killed still came out with plenty of bp's. I'm getting better with survivor and it feels like I'm dragging myself out of low mmr. I'm getting teammates that actually do things now 😄.
No real complaints from me about the event. It was fun.
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As survivor I do gens, that bugs the heck out of me when I'm playing killer.
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Huntress, I just don't find them fun to play against. Plus it oftens feels like every 3rd match is another one.
Also blight, again I don't enjoy playing against them.
Games never feel fun with these two.
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Why are people trying to "fix" hook suicides? Bots absolutely should not be used to replace people in this situation. They died, they lost their match end of story. Also you don't know if maybe they were trying to 4%, its a risk/reward thing. Plus it lets people get out of a game legitimately without penalty. I know its frustrating when a teammates lets go early, but that's their choice and we shouldn't be trying to force people to stay in a match.
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I'll be amazed if they let these kind of interactions go live. Personally I don't plot twist should interact with anything, also I think you should be committed once you use it, other survivors shouldn't be able to pick you up. Or if they can use it like this then they allow it to proc killer perks. Imagine getting stbfl stacks or jolt because someone threw themselves on the floor the other side of the map lol.
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Add a small basekit thana effect. Say 3% per injured survivor. Incentivises survivors to heal and rewards killers for spreading pressure.
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There is no way to remove slugging from the current game without making any mechanic abusable by survivors. The basekit unbreakable was shown to be a horrible idea and wasn't even meant to counter slugging anyway. It was intended to prevent strong speedy killers from quickly slugging a whole team and closing out a match with the finisher mori.
The only real thing they could do would be to get rid of stationary hooks altogether. Instead have the entity pop up a hook when you down someone and then it autohooks them. But that would remove any chance of pallet/flashie saves, sabos, wiggling and a whole bunch of perks etc.
It comes down to agency and strats. They're using a strat to play around the hatch mechanic, or perhaps they're trying to draw the last person out. Doesn't matter, point is it's their choice and it's in the game. Just like survivors can choose to 99 gates (personally I think they should regress, it's stalling the game at the end) because they just HAVE to get a 4 out and deny the killer a measly 1k. Or the douchebagging in the gates or on top of the hatch, I mean seriously if you've won just leave. But again they can choose to do it and nothing in the game prevents them from doing so.
For what it's worth, I don't personally find slugging that big a deal in my survivor games. Happens sometimes but so what? Worst case I go next in 4 minutes (almost never happens). But I do think a bleed out button would be a good idea, after say 60 secs on the ground, you get the option to bleed out there and then.
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I'm using them like crows, they evaporate when people run under them. So they give me an idea when the survivors are running or have recently been.
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The activation condition of being injured is one the things that made old dh dumb. If you're in chase and not injured you're winning anyway. It makes chasing more of a lose/lose siuation for the killer.
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You literally cannot be held hostage as a survivor in a 3 gen situation. If it's getting tedious or you're out of ideas, just push a gen.
Either she downs you and hooks, you get out that way, she slugs then you're out in 4 minutes max. Or if they are determined not to down you then you finish the gen and get out that way.
I get the point that this isn't an optimal idea for people but no killer can completely hold you hostage in a game. Exceptions here would be bannable stuff like trapping you in a small corner or something, but thats irrelevant here.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452229#Comment_3452229
At this point in the game's life, there's multiple options for everything. Sure not everyone could bring Dead Hard, but a Sprint Burst, a Lithe and a Balanced isn't necessarily going to be any easier. CoH isn't OP anymore, so survivors can bring a variety of healing perks, and you'd only need one CoH anyway. Same with gen perks, one Prove Thyself is enough for a competent SWF, others can bring out the Hyperfocus build, while someone else brings Overzealous and Deja Vu.
Basically, forcing 16 unique perks isn't the nerf you might think it is. If anything, it might be easier to deal with four of the same thing than four different variations of a similar thing.
Not seeing multiple adrenalines every match would be nice though.
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Yellow bottles are awesome if you use them right. Once you learn how to put down your yellow and a purple at loops, then a dropped pallet just becomes a liability for the survivor. Although I will say there are plenty of matches where I don't need to use the yellow, purples are enough.
If they run in a straight line though you can get a fun interaction, hit them with yellow, then hit them with a purple. By the time you are walking through the yellow cloud it's activated so they're slowed by the purple and you're sped up by the yellow. On them so fast, rare you get the chance for this one though.
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@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/371016/killers-are-overpowered
First: The only overpowert Killers are Nurse, Blight (only with good Addons) and Spirit
Pick one of those and you will easly win most of you matches. Do you know how you also win most of your matches?
Play in a 4man SWF with four avarage Players.
Second: If you would read the last update you would see, that the survivor got two perks nerfed. (They are still very strong btw)
While the Killer meta got nuked completly.
Third: In my matches as solo survivor I have like 6 out of 10 where I escape or my team won (min 3 esapes). I dont play with meta perks and also dont bring an Exhaustion Perk. Also in the 4 out of ten matches, where I lose I can clearly see why we lose. So resons why solo que teams mostly lose:
- Do side Objectives to mutch (one of the games I had a 3min chase while my team did 3 totem clenses, one boon totem, two chest oppenings and 1/4 of a gen)
- Not looking where the gens are so they dont three gen themself.
- Of caurse dcing in the first minutes of the game
- Not looking at the actions of the other survivors
- Not splitting up on gens
- And of course hide all the time like this one
Your survivor experience echos mine, I'm not the greatest survivor but I do alright in soloq. As long as teammates don't instantly throw and even then I still manage to escape sometimes. Whereas my killer games its rare to be able to let up and relax abit.
Two games stick in my mind from yesterday. The first was a not very good sabo squad. Not very good because after the first two downs and hooks they gave up on failing flashie saves/saboing hooks and instead vanished to do gens. It ended up 9 hooks and 1k. The second game was a swf who absolutely blasted the gens. They had no toolboxs or hyperfocus etc, they just teammed gens with prove. When I chased they would lead me away (as you'd expect) usually throw one pallet and go down. No one tried to body block or interfere with my chases or hooking, they just blasted gens if they weren't in chase. It ended up 8 hooks with 1k. I felt exhausted after that one and as I looked at their perks after I wondered what could I have done to do better. Maybe hard tunnelled one of them maybe? Not play clown lol? But thats not my playstyle.
My point is that neither of these swf's were particularly good, none were looping gods. They rarely tried to loop unless it was an obvious window loop. They'd just throw a pallet or two. They still beat me handily.
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@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/371016/killers-are-overpowered
First: The only overpowert Killers are Nurse, Blight (only with good Addons) and Spirit
Pick one of those and you will easly win most of you matches. Do you know how you also win most of your matches?
Play in a 4man SWF with four avarage Players.
Second: If you would read the last update you would see, that the survivor got two perks nerfed. (They are still very strong btw)
While the Killer meta got nuked completly.
Third: In my matches as solo survivor I have like 6 out of 10 where I escape or my team won (min 3 esapes). I dont play with meta perks and also dont bring an Exhaustion Perk. Also in the 4 out of ten matches, where I lose I can clearly see why we lose. So resons why solo que teams mostly lose:
- Do side Objectives to mutch (one of the games I had a 3min chase while my team did 3 totem clenses, one boon totem, two chest oppenings and 1/4 of a gen)
- Not looking where the gens are so they dont three gen themself.
- Of caurse dcing in the first minutes of the game
- Not looking at the actions of the other survivors
- Not splitting up on gens
- And of course hide all the time like this one
Your soloq experience echos mine. I'm not the greatest survivor but I do alright as long as teammates don't instantly throw. Survivors don't even need to be good, they just need to be competent to beat killers. Whereas in my killer games you can't really relax for a moment
Two games stick in my mind from yesterday, the first was a not very good sabo squad. They weren't very good because after the first two downs and hooks they gave up on failing flashie saves/saboing hooks and instead vanished to do gens. Even so it ended up 9 hooks but only 1 kill. Second match was swf who absolutely blasted the gens, no toolboxs or hyperfocus, just teaming up on gens with prove. I was pressuring them hard and chases were pretty quick, but the moment I got in a chase they would take me away from the gen (as you would expect). They'd usually be able to throw at least one pallet before I got them on a hook (because there seems to be an inexhaustable supply). No one ever bodyblocked or tried to stop me hooking or chasing, if they weren't being chased they just all jumped on the same gen. Ended up at 8 hooks with 1 kill and I felt exhausted after that game. As I looked at their perks I was wondering what the heck could I have done to do better. I suppose if I'd hard tunnelled someone maybe? But that's not really my playstyle.
My point is that, neither of these groups were particularly good. They weren't looping gods, in fact they rarely tried to play a loop that wasn't an obvious window. They were just competent and beat me pretty well.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430459#Comment_3430459
I know i can use some perks but in this case you forced to use them. It's not healthy for game. Killer who is trusting her stealth should not be punished that much by QoL change.
I didn't mean run those perks for gameplay, I meant if you use them you can literally see the effect of the vtr in practice.
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Equip something like lethal and bbq, you can literally see the survivors (through auras) running away from so far away when you're in stealth. They never ran that early before the vtr. You're right it's really hurt her the worst.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430042#Comment_3430042
The devs did reveal the details of MMR though in a dev stream and said it was (paraphrasing here) just kills and escapes and it doesn't care how you killed them. I believe it was actually the stream where we got the infamous "DBD is hokey" meme.
The game was datamined, thats how we know the softcap for MMR is, iirc, 1900 and new players start at 1100. Why we know gains and losses are affected by match duration.
That's how we know that bleedouts count for a kill in MMR.
They just didn't bother to update the killer rank system to include bleedouts and just changed how the emblem system affected the rank. However, that system never included bleedouts and they didn't add it in, maybe they forgot, didn't care enough, or something, but they didn't add it in. However, that has no bearing on the MMR system which is completely separate.
Unless that streamer datamined his own game and showed that his MMR wasn't increasing, then no, his MMR was going up given all other evidence.
The survivor is dead, you killed them, its a kill, the MMR counts it. The endscreen and achievement system does not.
If you want to ignore the very code of the game itself, and the dev stream on MMR, because of a different post about an entirely different system, then you are purposely being delusional.
Yeah as far as I'm aware mmr and emblem/rating systems are completely seperate things. Also it isn't treated as a 1v4 situation, the game considers the match to be 4 1v1's. So my best educated guess would be that the game calculates your mmr award based on the end result for the survivor. Alive, dead or hatch, we already know hatch returns a null result to mmr and whether you are bleed out or hooked 3 times or even just once doesn't matter, survivor is either dead or alive.
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@FFirebrandd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421317#Comment_3421317
And what would you be willing to give killers in return? And how would you make it not make SWF even stronger too?
Bamboozle basekit please 😈
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418777#Comment_3418777
It’s not easy, but I’m currently farming blood points to hoard indoor map offerings.
If I get Borgo or Garden if Pain I expect to get nothing accomplished. It’s so hard to sneak up on people on those maps.
Strategy is to try traveling along the edges of the map and approach from angles survivors don’t expect. Always walk with LOS blocked by objects. Always get three stacks of PWYF and save the obsession for last. Always run Franklins because they can’t heal and most of the time they go back to the item while I’m camping it.
If they’re t-bagging I proxy camp and tunnel or force a hook trade. If they get to two gens, I force them to get into second stage if I could.
I'll second franklins, right now I'm semi addicted to using it when I don't play clown. I try to take it off to try out a different perk and then I see a lobby with a flashie, 2 medkits and a toolbox.
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On console aswell.
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As others have said, t-bagging and attention seeking is most likely gonna get you ignored. Definitely does in my games, I'll come back for you once I've gotten some of the others and gotten rid of a bunch of your pallets.
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Pretending that other players are complaining about accessibility regarding this issue is frankly disrespectful. I personally have no issue with the accessibility side of it and I think it was an innovative way of introducing it.
Unfortunately the vast majority of survivors are now using this as a free budget spine chill. The game has background noise for a reason, I'm sure barrel fires sounding like footsteps is intentional. The vtr bypasses all of that. Sadly a well intentioned feature from the devs is being abused in a way that was unintended.
Now I will say that I have no hard numbers but when I've played survivor recently and spectated, nearly every other survivor is using it. If you watch any streamers nearly all of them use it, including the hallowed otz and hens for example. Saying your sound set up is sooo bad that you need it is disingenious, I play killer on console often without headphones, just the basic tv sound and it is okay.
Also just to reiterate, I like the feature and think it was a good thing by bhvr and I'm all for increased accessibility.
Perhaps equipping it could lower volume of the actual terror radius in game, this wouldn't be much of an issue for genuine hard of hearing players if they're using the new vtr as intended.
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I had a survivor get 40k in one of my matches a while ago. But it basically took his entire swf throwing for it, he wasn't even that good in chases. Must have got the boldness points elsewhere? Threw a pallet and downed each time. Game ended with 11 hooks and he got hatch.
I knew something was up when the other 3 were doing a sort of "get down mr president" for him thing. They got low bp however.
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Since when is hit and run a sign of a low skilled killer? It's just another valid strategy, COH basically killed it but now it's doable again. It was my usual way to play hag for example, before hour of the witch. Knowing which chases to take and those to drop takes experience and a bit of knowledge, rather than mindlessly running after the clicky clicky nea or 99'd sb feng for example.
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I really don't want to see xenomorph in dbd, not because they arent a great horror character, they are. That's the point though, for gameplay reasons anything they would do to the character would just make it a pathetic version. Canonically they are insanely lethal and they don't miss their targets. If it came to dbd it'd just be clowned on by survivors and diminished.
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I have no problem with it, had a few full sb squads and it was fine really. First chase took a bit longer than normal but still got them all. Infinitely better than sniffing their backsides to try and WaIt It OuT, only to end up in a lose/lose at a pallet.
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Personally I much prefer this to dh everywhere. People walking all around the map, holding sb to run away in your face. Only for you to find they walking around again 20 seconds later, exhausted. BuT YoU CaN 99 It!! True but so so so many don't, don't understand how or lack the skill or patience to do so.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413544#Comment_3413544
I don't know how is this perk on console, so i will take your words on that. On PC, it is annoying perk but doing almost nothing. But if it is that bad on consoles, then this perk should not exist.
On console it can really make players unhookable, even when they go down in unremarkable areas. If you have to pass a doorway or even a bit of scenery it can really hamper you getting to a hook. I'm pretty used to dealing with it on console but even so if I see that red horsey you will probably end up slugged more than I'd like to do so.
I like using a controller, I'm more comfortable with it. But there are definitely things that are harder to do such as dealing with this, also turning to avoid beamers at pallets etc and hiding your red stain at loops.
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Sounds like a good perk synergy that they used to good effect against you. Were they really that bad at chasing or were they playing for an end game build?
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If it turned a match from 2-3 hooks to 3-4 kills then that's on the survivors. You don't have to unhook the person they caught with it, you could just leave and then they get the 1 kill.
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But how are survivors going to run their vigil/sb/fixated and any gen progression perk build if they have to squeeze in healing perks too?! /s
The whole point of these changes is to shake it up. How sucessful it'll be I reserve judgement on, the only thing I'm really disappointed to see is that gen regression perks are being slammed again but gen progress ones untouched. My personal opinion is that there should be hard caps on how quick a gen can be done, irrespective of perks and same for regression.
But my gut feeling is you'll see a a variety of different builds, some gen rush, some healer etc etc. Being able to heal up in 16 secs was never okay. It meant there was little cost to taking a hit, now injuries might mean something again. Also alturistic healing being faster just reinforces the swfs stronger than solo's. I get it that hard camping can be harder to counter, but really slamming gens during that time hurts killers so much. Also while this is a team of survs vs the killer, they're only meant to be a team of convenience. It's really meant to be every surv is out for themselves and others can be a help or a resource to be used.
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I've been offered once ever but I wouldn't take it anyway, feels like a kick in the teeth. I'd rather they just left, so I can go next.
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@thrawn3054 said:
######### cares?
Precisely, I don't care. I don't mind her design personally and if it helps her sell well then bhvr will still have enough money to be able to throw more skins at us through rifts and allow us to "buy" original characters with iri shards. Also wasn't vittorio a total thirst trap as I remember it?
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I like the idea that in the dream world he can manipulate stuff more. A sadako like phase would be good. But also give him the ability to place fake map interactables, so for example if he's looking at a place where a pallet could spawn (whether there is a broken or not one at all) he can place a dream pallet and if he looks at a spot where a totem could spawn let him place a fake hex totem. Same thing with breakable doors and even fake clocks that highlight for everyone and maybe even a fake gen with random "progress" that overlays already completed ones.
His snares should be placed if your just looking at the bare ground, so the power would be context sensitive and easy to use even whilst in chase. Interacting with any of his fakes should give a scream and a notification. The whole idea is that the dream world is HIS world and survivors can't trust anything there.
To help keep survivors there, just being in his proximity should increase the speed that you fall asleep too. Also let him teleport to completed gens so his power doesn't get diminshed as the trial goes on.
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If I saw lobbies full of sb users I'd be pretty happy. I rarely they use it well and they are normally super obvious. Gee I wonder why meg and steve are slow walking out in front of me, I wonder what will happen if I take one step towards them? I remember when they changed dead hard and everyone was saying "enjoy all the sb users killers" etc and yeah I saw more sb than before and nope it wasn't really a big deal.
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I'll keep an open mind but having watched her gameplay, I feel like her drones are kind of meh. They take time to set up and the game is just too fast paced now.
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People all act like the aura read is always going to proc, but that relies on survivors being completely unwilling to let go of gens. When I play surv it is always soloq and while I've been up against a lot of killers using eruption, I've very very rarely been hit by it. I just try and think about if the gen I'm on was kicked and is someone injured in chase. I've no doubt some content creator will release a vod with ERUPTION STILL OP!!! and it will be some niche slugging build that took them 5 matches to get to work enough to be worth editing.
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As others have said it's the intent, not the act. If I hold my middle finger up in your face, why should it bother you? It's just me poking a finger up, but you know what the intent and meaning behind the action is. I usually find the douche-bagging only starts if they've managed to 99 a gate, thats the point the meg or ace I had on death hook at 4 gens but stupidly took pity on suddenly starts bobbing up and down like their keyboard is broken. The REALLY good survivors don't tend to do it I've found.
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Wesker would be my pick here, strong enough to a serious threat when he starts chasing you but not completely uncounterable. If people come running over because they are desperate for the killer to chase them, then that killer is underpowered in my opinion. Never see survs wanting to be chased by a wesker.
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His reveal does feel really inconsistent. When I've played as him I feel like I'm constantly being revealed when the survivor shouldn't even be able to see me.
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Thanks, I won't go wasting my time doing that again till I hear overwise then.