Accullla
Accullla
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- Accullla
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Comments
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I enjoy the challenges. I was getting pretty burned out and hadn't played the game for a few weeks before the archives came out. I have all of the perks unlocked on most killers, so I didn't really have much to play or grind for. The challenges gave me a reason to come back to playing the game, so I'm grateful they got added.
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Feng is a squeaky toy disguised in a human body!
P.s. That whole clip with the spooky flashlight (where you took the first screenshot) is the best thing I've ever seen in dbd. Makes me laugh out loud every time
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I guess they have to save some for next year. Also, there are a bunch of survivors without blighted cosmetics, so next year we might get legion + oni + 3 survivors. There will probably a couple of new original killers by then who could also potentially get blighted outfits
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@kate_main said:
I do think every killer is strong against solos.
(I said it before) 90% of my matches against solos at red ranks are 4K or 3K with hatch escape.
But communication is too strong,thats why you'll rarely pip against good (they dont even have to be great,just good) 4 survs with comms.
Pretty much this.
The only nuance in my opinion is that you can still stomp good players on coms who are trying with any killer, but you might have to play pretty ruthless, sometimes bordering to nasty, which i don't enjoy. It's also not guaranteed that you'll get a pip with this playstyle at high ranks.
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Isn't it supposed to come out on Wednesday?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/922712#Comment_922712
I get that, but isn’t it sad that the devs can’t think of challenges tied directly to what the perks can do so that the challenge can (attempt) to show the perks versatility (if any), and teach players to better think about what the load out can do?
Yeah, you are absolutely right. They could definitely think of more creative challenges tied to these perks.. or if not creative, then at least something that's more related to their use. E.g. have survivors miss 5 skill checks in your terror radius with the perk unnerving presence, vault 5 windows with spine chill active or something like that.
I'm also a little concerned that in future tomes we might get more of the same challenges. Not that i didn't enjoy them this time around, but repeating them will become relatively boring pretty quick.
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@[Deleted User] said:
Huh?!?!
I don’t pay attention to the tomes, so this is genuinely one of the challenges?!??
What’s the point?!?!
Unnerving Presence has no influence over exit gates at all. Just have it equipped for the sake of it?!?!
This is stupid!
I think some of the challenges are meant to encourage people to try builds with underused perks. They're not necessarily difficult to complete, but force you to switch up your buildout and potentially discover new interesting builds.
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I hear you.
After finishing a match I'm generally faced with 1 or 2 errors, each of them completely freezing the game for about 10-20 seconds. Obviously it's not game breaking, but it is pretty infuriating.
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I think it's a good idea, although I imagine that a lot of people won't think this is enough.
An alternative is to tie the ability of unlocking the hatch in the first place to an add on, needing a second add on to allow another survivor from escaping after you. In addition, perhaps make it so that these add-ons could only work with skeleton keys.
I'd also be interested to see a potential re-work of the base function of a key. For example, for each generator that has been completed you can go to a gate and use a charge to reduce the opening time of the exit gates by 1 (or 1.5) second. This can only be done before the gates are powered. Green key has 2 charges, purple has 3 and pink has 4. After the charges are used, the item is consumed. Maybe when used at a gate, the survivor could be faced with a skill check similar to overcharge or DS. Putting a hatch addon to the key would disable this function.
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I think it's sound that creates the impression of him moving faster, rather than the move animation. His steps sound more frequent than other killers carrying survivors and i believe they are also more frequent than the step sounds compared to when you're walking around normally. This tricks the brain into thinking that he's moving faster than he actually is.
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The community has come up with some brilliant original ideas. Similarly to the community cosmetics, I would be really excited if BHVR put some of the best ideas (obviously bar the ones that are not technically implementable) to a vote and let the community decide what they want to see in a future chapter.
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@SyntheticAesthetic said:
https://forum.deadbydaylight.com/en/discussion/comment/921731#Comment_921731
more concern trolling and being passive aggressive. You literally just said "you mad" and tried to veil it as some sort of neutral concern. Just stop drop the act.
Secondly you're implying only MLG purists don't use ruin when I challenge you to show me great survivors at rank 1 losing to a no ruin setup. It's necessary and you're just upset you have to deal with it every game just as much as we are for having to run it. Why should the killer not have the power? It just seems silly a super natural entity aided by a supposed dark god should be thwarted by 4 teenagers so easily. Secondly it's needed since it slows the pace down so the killer has a chance to do something about gen rushing survivors. your response is just filled with bias obviously.
I'm not trolling or being passive aggressive. I'm offering an opinion and arguments to back it up. That's a lot more than what you're doing, so you should think about who's the troll in this.
I'll just paste one of my earlier comments below, as it looks like you haven't made the effort to read them and I'm getting tired of writing:
"Using ruin is a crutch and promotes complacency. In my experience
- a good team will work through ruin just fine. All it does is remove the great skill check speed buff, which isn't worth a perk slot in my opinion. You're much better off using something that helps you in tracking or chases. You create pressure by downing survivors and killing them, not by slowing down repair speed.
- The reason I say that ruin promotes complacency is that against average survivors it slows the game down so much that you can just mindlessly chase them without having to think about whether the survivor is at a strong loop, what are the others doing while you're chasing that guy, is he baiting me to leave an area to help his teammates work safely, how many of their teammates are injured, are they healing or are they on gens, etc. You can just tunnel each survivor until you down them and move on to the next target and still get a 4k (or pip, depending on your personal win condition). This sort of playstyle places a ceiling on your skill as killer and makes you struggle once ruin is cleansed
Of course, you don't have to take my word for it. I'm just offering advice and it's your choice whether you want to take it or leave it."
Edit: there are a few things i didn't address in your comment, so here are my answers:
- "Secondly you're implying only MLG purists don't use ruin when I challenge you to show me great survivors at rank 1 losing to a no ruin setup". - Play a few games at rank 1 without ruin. If you are decent at the game, as you seem to imply, you'll be able to prove that to yourself
- "It just seems silly a super natural entity aided by a supposed dark god should be thwarted by 4 teenagers so easily." - from a lore perspective, maybe. You need to keep in mind that dead by daylight is a video game and these "4 teenagers" are people with brains that can outplay the one playing as killer the same way a killer can outplay the said 4 teenagers.
- "you're just upset you have to deal with it every game just as much as we are for having to run it." - I'm not upset I have to deal with it and I do not have to run it in my killer loadout. I genuinely think it's a bad perk which can be substituted with stronger perks (e.g. whispers and discordance), that are better at helping you get early game pressure and are also useful in the mid and late game
- "your response is just filled with bias obviously." - I would argue that your response is biased and not mine. While I've offered you a view from both perspectives, you seem to be completely biased towards the killer side. What really irritates me is that you're maintaining a narrative that I genuinely think promotes reaching a skill cap as killer which prevents people from getting better. That's why i feel compelled to reply to you every time
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@SyntheticAesthetic said:
https://forum.deadbydaylight.com/en/discussion/comment/921666#Comment_921666
it's that or pop since it's the better of the perks, it's not a crutch it's necessary. Crutch perks are ones like iron grasp or that one that makes you attack more often or quicker, if you can't slow the game down at all you lose. So quit with this concern trolling and passive aggressive reddit tier crap.
I'm happy to have a debate, however you're just stating opinions without any logical reasoning behind them, which is no way to build an argument. To me this implies that you're content with just stating your opinion and not defending it, so I'll leave it at that
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@SyntheticAesthetic said:
https://forum.deadbydaylight.com/en/discussion/comment/919507#Comment_919507
pressure lol? Are you aware how big maps are and how slow killers move? They need 80 seconds and some maps going from one end to the other in a straight line takes like 20 30 (80 without any perks, which is unlikely to be that long) and slowing the gens down makes more sense since you have the time for chases even if the survivor runs a bunch of bs speed and endurance perks with items.
Regression is better since all 4 working on the same one over and over means they have to keep building progress back up or they have to choose another gen without much thought to try and break the pattern, and if it's 4swf you put them at a disadvantage and if it's pubs you essentially can get hooks and this makes the game usually barely long enough for a 4k at best. Gen pressure is a meme and it's clear you only play survivor.
https://forum.deadbydaylight.com/en/discussion/comment/919989#Comment_919989
Inversely keeping the gen times this short means new killers will probably not want to play if they're getting floored by an organized team. If not make ruin permanent reduce the map sizes considerably so patrolling gens isn't just down to luck.
https://forum.deadbydaylight.com/en/discussion/comment/920004#Comment_920004
I mean a 4swf can get 5 gens done in like less than 5 minutes and if they run meta perks the game becomes a chore for the killer. so it'd be a logic step considering how the meta favors survivors.
https://forum.deadbydaylight.com/en/discussion/comment/919731#Comment_919731
this is a reddit response, it's meant to paint things in a flowery rainbow way so it doesn't sound mean since someone voting up your comment gives you a euphoric rush unrivaled by anything. Secondly why should the balance of power shift to the survivors ever? the killer has the knife, that's the most ham fisted representation of power there is. The survivors should capitalize on the killers mistakes not the other way around. You can't have both, so hop off that fence and pick a side.
You seem angry.
On your reply to my first comment - you're describing a certain playstyle that does rely on an artificial way to slow down survivor progress. This specific playstyle does not involve map understanding and knowledge of which gens/areas are worth patrolling and which aren't. It also does not involve very good understanding of how long a chase should last, what tiles you shouldn't chase at what conditions, when is it time to cycle targets and so on.
I play survivor and I play killer. I use my experience from each role to become better at the other. You should try it - you might learn something.
On your reply to my second comment - First of all, I have no idea what you mean with the reddit flowery voting. By the number of people who have issue with what I've said, I'm clearly stating an unpopular opinion, so I take the time to write a constructive reply to each of these people. I don't use reddit, so to that I'll only tell you that I believe in everything I say. Regarding the power shift - this is how the game is designed. What "should" and "should not" be is your own interpretation of how the game is meant to feel and to be played, which is only relevant to you and others who think the same way. The comment that you should always be in the power role just because you hold the knife is just silly to me. I don't see why four intelligent people with strong survival instinct should not be able to "outplay" a guy who does not know how to use said knife - and vice versa. The core game mechanics provide each side with the tools to do well in a game - it's down to each team's skill and ability to utilise these mechanics to decide the outcome of a match. In other words, each side has the opportunity to make great plays and/or capitalise on their opponent's mistakes in order to win a match. Instead of telling me to get off the fence and pick a side, I think that you should step back and look at the bigger picture.
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@BillyAndStu said:
https://forum.deadbydaylight.com/en/discussion/comment/919507#Comment_919507
Lol crutch? True the perk can be useless but it can also carry. If is up for even a minute it gets value. Against semi decent survivors if ur not a S tier killer you need ruin. Then survivor mains call for s tier killers to be nerfed. A crutch is a reliable advantage and ruin is not that.
That's OK, we can disagree. I've said pretty much everything I can say about the perk in several other comments in this thread replying to people who think similarly to you. Read them if you're interested to see what I think.
A competent player does not need ruin with any killer against weak, decent or good survivors. You may need it because you've become reliant on it. I don't want to assume what your playstyle is, but in general, at least in my opinion, relying on ruin to slow the game down eventually puts a cap on your own skill and prevents you from learning how to put pressure on survivors by actually playing the game.
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@dont_ask_me_again said:
Nea because small character model that isn’t as loud as feng. I don’t feel like claudette’s fair to play :P
If people are naming 2 survivors... are you sure they’re then a “main” ?
If you switch between them frequently they are "mainS" :)
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It's out now.. brace yourselves
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Min and Jake.
I like that Min sounds like a squeaky toy, especially when she gets hit. Also, I really like the headphones head, sweater and purple skirt cosmetic combination.
Jake just looks like a ninja with his blight head - especially when he's injured. He wears blight head and apron and the rift jacket. Of course, I run iron will on him, because his crying kills the look completely.
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It's already been announced at the 3rd year anniversary that the ranking system is being looked at to potentially give each killer it's own ranking. You need to be patient.
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I would love to have lobby ranks back. They helped me adjust my loadout and strategy depending on the relative rank level of the team
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@matchmakingworksfine said:
https://forum.deadbydaylight.com/en/discussion/comment/919507#Comment_919507
I mean your acting as if there aren't multiple survivor perks that are apart of the loadout for almost every survivor. But of course survivors can use crutches but a killer's too toxic when they use them.
Never did I say that crutches are toxic or anything like that. They do however, often times prevent you from improving if you become too reliant on them.They are devastating in the hands of a good player, but average players who use them as crutches will always struggle without them. This goes for both sides - survivor and killer. Common examples are noed, ruin, dead hard, balanced landing. In reality any perk could become a crutch to somebody.. these are just the more common examples i can think of
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/919662#Comment_919662
It's a bad design that survivors get free gen at the start of the game. That's why ruin is so popular, to prevent these free gens
I don't understand why you think it's a bad design if they get 1 gen at the start of the game. Why is that?
My opionion is that both sides need to be able to pressure each other in order to get an interactive experience. The balance of power constantly shifts throughout the match. The beginning of the game is usually when most killers are the weakest, because all 4 survivors are healthy and literally have nothing else to do, but gens. However, the momentum shifts significantly once the killer starts injuring and hooking people. At that point, multiple survivors are occupied with other things and not just gens. This is when the relative power shifts from the survivors to the killer. That's why in a standard game without ruin (or one where you lost ruin immediately) the first one or 2 gens pop very quickly, but then the game slows down quite significantly and it takes much longer for the next ones to be completed - this is assuming that the killer and survivors are around the same skill level.
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@extonjonas said:
https://forum.deadbydaylight.com/en/discussion/comment/919507#Comment_919507
Stop flexing. The truth is that sometimes if survivors are good enough there is nothing you can do. Pressure is completely based o. Thing going right for you. Whispers is not going to help if you do not down that survivor instantly. I will say i dont understand why this person would say ruin should be permanent. That would just make the game unbearable. The only reason people dont run ruin is because it is a totem perk. If it were permanent they would just have to build it into every killer because no one would ever take it off.
I apologise if it sounded like I'm flexing - I am not and I genuinely believe that ruin is a bad perk that does not help you against good survivors and actually hurts your long term growth as killer when you face average survivors. In my reply to another guy (the comment above this one) I explained why I think that.
Regarding the second part of your comment that a perk like whispers is not going to help you get the first down quickly - no, of course it won't. But it will help you find your first target and pressure them that much quicker. This is where game sense comes into play (something that ruin prevents a lot of people from acquiring). You can choose your actions based on the circumstances - if they run to a strong loop, then try to injure them or get a pallet out of them and move on; if they run to a dead zone, tunnel them down. It's almost never a good idea to commit to a chase that lasts longer than 15-20 seconds if there are at least two other survivors who are healthy and working on gens.
Regarding the 3rd part - yes, if ruin becomes permanent the average player will never take it off.
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@ApeOfMazor said:
https://forum.deadbydaylight.com/en/discussion/comment/919507#Comment_919507
People who say stuff like this are allowing the game to continue on its poor state. There is no such thing as "pressure" thats just a piece of survivor propaganda so they don't get the slowdown the game really needs. You can chase 1 person at a time. Not using ruin is a handicap.
Yeah man, of course it's propaganda. Don't trust anyone, because they're out to get you!
Using ruin is a crutch and promotes complacency. In my experience
- a good team will work through ruin just fine. All it does is remove the great skill check speed buff, which isn't worth a perk slot in my opinion. You're much better off using something that helps you in tracking or chases. You create pressure by downing survivors and killing them, not by slowing down repair speed.
- The reason I say that ruin promotes complacency is that against average survivors it slows the game down so much that you can just mindlessly chase them without having to think about whether the survivor is at a strong loop, what are the others doing while you're chasing that guy, is he baiting me to leave an area to help his teammates work safely, how many of their teammates are injured, are they healing or are they on gens, etc. You can just tunnel each survivor until you down them and move on to the next target and still get a 4k (or pip, depending on your personal win condition). This sort of playstyle places a ceiling on your skill as killer and makes you struggle once ruin is cleansed
Of course, you don't have to take my word for it. I'm just offering advice and it's your choice whether you want to take it or leave it.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/919507#Comment_919507
Actually.. sometime my discordance shows 2 gens that is on completely opposite of the map. How do you stop them?
You don't have to prevent all 5 gens from popping to win the game as killer. You choose which generators to defend. Generally there are 1 or 2 generators on each map which are a nightmare to defend, because they are very close to really strong loops, I'm happy to let these go early game, because it will be harder for the survivors to run to those loops later on. Generally, as soon as you spawn as killer, if you play enough, you will know by the map and gen layout which gens are worth defending and which aren't
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Ruin is a crutch that people have become too reliant on. It's a bad perk. There are much better ones that help you get early game pressure like whispers or discordance, for example. The added bonus is you can actually enjoy them all game and not worry about losing a perk in the beginning of the match.
Also, pressure>gen slowdown/regression
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/918752#Comment_918752
The official mobile website, www.mobile.deadbydaylight.com
Thanks
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I'd love to play the beta test, especially if there is an event going on. Maybe it's time for a holiday abroad :)
Does anyone have a link for where it was announced?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/917331#Comment_917331
True but now you'll have excess survivors at those ranks hence making them trickle down to lower rank killers. I suppose in the grand scheme of things though, that excess high ranks aren't really "high ranks".
Yeah. I feel like it's going to become a bit of a mess. I hope it has something to do with/is a step towards implementing the new ranking system that the developers talked about at the 3rd anniversary. Namely, introducing individual ranking systems for each killer (e.g. trapper competes with other trappers, billy - with other billies, etc.), which should, in theory, come alongside a rework of the survivor ranking system
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Finishing the rift is not impossible, but you do need a lot more than 70-80 hours.
I got it done last week just as I finished tier 3 of the archives, but I must have played at least 100 hours. Unfortunately I don't know of any way to check my hours on console.
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@Blueberry said:
The lack of killers and the rank reset changes they just did has left lower rank killers getting put into those higher rank games unfortunately.
At first yes, however, going forward (i.e. after a couple of rank resets) the majority of the player base will be at red or purple ranks, meaning that as killer you'll still face red ranks survivors, but there will be many more potatoes at those ranks that there currently are. Great for queue times at higher rank, bad for killers who fell victim to ranking up above their skill level, as the skill of their opponents will vary quite inconsistently (i think)
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/917186#Comment_917186
For some reason I accidentely read "Enjoy your salt"
It's a central part of the gameplay experience!
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@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/917157#Comment_917157
I'm not afraid to eat the ds when the last survivor is unhooked, it's just boring and not a very interesting thing to do.
Yeah, I get that. I understood what you meant after I wrote my reply. Ignore what I said - it wasn't relevant to the topic.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/917136#Comment_917136
Normally I use it for that, but when I'm on my last hook, and I REALLY need 5 seconds to myself, then I might try to palm off the killer.
Generally speaking Spine Chill and Bond basically tell me if it's worth staying on the generator, because I can see if an ally is in a chase, or if the Killer is coming straight at me. Sprint Burst helps me end a chase before it begins, or gives me enough of an advantage to stall, and Self Care for if I get stranded alone.
I can agree with that. Sounds much more reasonable than what you implied the first time around :)
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I find it disturbing to just try to imagine what's going through that other person's head when the first thought they get when someone politely says "gg" is to tell them to go kill themselves Just imagine what must have happened to them to make them be like this
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@Xerge said:
Even survivors seem to be frustrated by ds, without being aware of it.
I mean, I've had a few complaints about slugging the last survivor after downing the survivor who did the unhook. Do survivors seriously expect me to pick them up after they just got unhooked? They might have a ds for all I know.
Also, I've had complaints of camping the hook after I hooked a survivor very close to an exit gate that is opened in which I can see the other two remaining survivors standing there trying to get my attention and bait me. Sorry, but I can't take the bait and let you unhook your friend, because he will most likely have ds for all I know. I could chase you and hook you, but then that survivor might unhook you ds me and then you will ds me for all I know.
I don't understand why survivor mains seem to expect the killer to be a mindless chaser with no strategy. It's almost as if they forget that there is a real human being controlling the killer.
It really depends on your personal win condition in this situation. In your case you get to kill the person. In my case I'll gladly take the bait and leave the guy on hook. 1 more chase and 1 more hook means a bunch more bloodpoints.
Because of the way you've worded your comment, I think you might be able to answer this - one thing I don't get is why people are so afraid of getting DSd - I've literally seen people who've already closed the hatch (both exit gates closed) still slug the last survivor for 60 seconds in order to avoid getting stabbed. Why is that? It reminds me of people who religiously respect pallets and just wait for bloodlust to down a survivor. Is it in attempt to deny your opponent the bloodpoints or something else? Forgive me if i've interpreted your comment wrong and you're not this kind of person.
Edit: Nevermind, I just read your comment again and realised you were talking about a very specific situation. Ignore my comment.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/917078#Comment_917078
She has to find me first. And I don't have Iron Will as a teachable yet. Bond is fantastic for palming off a killer, though.
Don't do that to your teammates, it's a terrible strat.. Don't be the player who brings the killer to the others and stalls gen progress. I absolutely adore this person when I play killer.
Bond's best use is to achieve the opposite - you know where your teammates are working on gens, so you take the killer as far away from there as possible
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@PigMainClaudette said:
OP, it's been all of about 2 weeks. Wait a little longer before you start throwing out accusations about power level. It's people like you who'll throw the balance out the window.
https://forum.deadbydaylight.com/en/discussion/comment/916784#Comment_916784
Nope. They fixed it so that PC players can't flick his bash attack. Which they stated was never intended.
https://forum.deadbydaylight.com/en/discussion/comment/917009#Comment_917009
And yes, but it only works for 120/150/180 seconds. For the first hit. Nobody's going to main a perk to counter ONE killer out of 20. Personally, I'm more in favour of the not-immersive, dark clothed Claudette with Spine Chill. They can't hit what they can't see.
cough... spirit... cough iron will
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... And there I was having to play 7 matches to do this challenge, because in 3 of them i didn't even get an obsession... :D
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Right?? Or.. cough.. Jake, Min, Nea and Yui should be immune to his mori if they wear their respective skins.. Please fix.
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Re - Bear traps - Yeah, I do agree on your last point - a pig can make your game an absolute chore if she wants to. Personally I think that's down to the killer's playstyle, as a lot of pig players (including myself when I play pig) will be happy to forget about a trapped person until they get it off, because they know that survivor is not on a generator and can get a lot more pressure if they focus on the ones that can do gens. In theory you could argue that most killers can make your life absolutely miserable with their power if they want to - think ghostface stealthing near the hook, doctor keeping you in a perpetual tier 3, clown spamming gas bottles on you and so on
Re - Toolboxes - i think more creativity could be put into a rework - something that removes the speed buff, but adds powerful and more situational interactions
- imagine being able to remote drop a hook if within a certain radius
- applying a status effect on gens to look to the killer like they're regressing from a certain distance
- actually breaking a gen as survivor to start regressing it yourself in order to counter perks like surge or pop
- Force the gen's pistons movement to de-synchronise with the sound it makes - e.g. it sounds like the gen is almost done, but the pistons are barely moving and vice versa
- forcing noise notifications from failed repair skillchecks to spawn at a certain distance from the gen to keep the killer guessing if you blew up a gen, or messed up a healign skillcheck in the area
- Muffle repair sound (in a similar way to the perk technician)
- Allow you to dull hook auras after you've worked them for a certain amount of time to make them harder for the killer to spot
- Make a hook look like it's been dropped, while it's actually still active
- Reduce speed while working alone, but remove efficiency penalty when working with someone else (similar to prove thyself)
- significantly increase or decrease the chance to get skillchecks
And so on.. the list is endless.. I just wish for toolboxes to become a bit more interactive and less of a tool to just do gens faster.
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@LostAndConfuzzled said:
Didn't Oni get nuked into oblivion the other day?
I think they just bridged the gap between console and pc. He feels a lot better on console since the last change, but perhaps a bit worse on PC
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- Pipping issues as plague - yeah, she's heavily penalised by the ranking system, similarly to the trapper. If people don't cleanse you just don't get enough chases (and it takes longer for the first few if you try to get them sick AND down them in the same chase); if people do cleanse, sometimes you down people before you even get into a chase.. I think the fountains also have a weird interaction with the pipping system
- Ranking system - I imagine you're probably on console, as this issue seems to be more prevalent there - from as high as rank 12 killers start to get matched with red rank survivors, which i think is due to the imbalance between the number of red rank survivors and killers
- Toolboxes are extremely powerful.. I hope they get an interesting rework like medkits soon
- Pig traps - I don't know if i can agree on this one - the pig really needs that pressure, as she tends to have a really slow start. She often has to sacrifice 1-3 gens before she can start properly stalling the game. Personally I find the thrill of having a ticking hat on my head pretty enjoyable and yes, you do end up in the situation you described sometimes, but personally I enjoy being forced to make decisions like that
- Map sizes - agree regarding map sizes. I'd also add pallet spawns to the issue. I think the badham reworks hit the nail on the head in terms of balance, but the new maps that have come out after that are an absolute chore to play on (no matter how good they look). The new yamaoka is a nightmare for killer and hawkins is a labyrinth of deathtraps for survivor. I don't think the developers have figured out the map balance formula just yet.
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@JC316 said:
Fire up a game with Nurse, I hated her at first, but I am starting to get decent with her. Just hit rank 10 killer and did well against a team of purples. Fire up a match, find a survivor and down them, throw him on the hook and I look around to see three of his buddies, so clearly SWF. I get a couple of hits, they unhook and have borrowed time. I down one near a pallet, I look around, see no one, pick him up....pallet stun... I chase him down, drop him again, look around, no one, picked up, instantly blinded by a flashlight. Then I get head on'd out of a locker.
I finally down another one, camp him a bit, but borrowed time. I down another one, look at a wall when I pick him up, but in a move that makes no logical sense, I get blinded yet again, even though I can't even SEE the survivor that did it. I see a guy go into a locker, try to bait out of head on, but nope, get stunned. Blinded a few more times, all gens done, they're FOLLOWING ME, trying to get me to down one so they can flashlight save. I open the door myself to start the timer and sit back, not going to play their game any more.
Two rank 4's, two rank 5's.
Next game, I facecamped the living crap out of the survivors, because I was pissed off. Do I care about depip? Hell no, it's rank reset.
I've had these frustrating games as well.. You clearly faced a bully squad which just saps out the enjoyment from the game, especially if they are actually competent. I'd tell you to play around that - e.g. the blinding radius is around 180 degrees, so even if you are facing a wall, unless you bury your face in it, a good survivor will sometimes still be able to find an angle to blind you. Therefore if in doubt, leave the person slugged for as long as it takes to find the guy waiting for the save, or just leave them and go for the guy doing a gen. Most of that comes down to gamesense and experience, so you'll eventually figure it out on your own. Like others have said, lightborn and franklins are good substitutes if you just don't want to deal with it and cant be bothered with counterplay.
I just want to point out my opinion that flashlight blinds and saves are not toxic.. It's the matter in which people use them that could become toxic (i.e. what the first team did to you). In general I look at flashlight saves the same way as slugging - if the opportunity presents itself and you can get an angle on the killer, or you see another target next to your slug, you have to go for it.. It's free map pressure. If it works, it could win you the game on either side, which is OK, as long as you don't use it to BM the other team..
The only thing that I didn't like about your post is that you took out your frustrations on the next team(s) you faced. Arguably those guys did nothing to you.. at least that wasn't clear from your post. Those bully squads are so rare.. most people are playing just to have a good time - same as you. Did facecapming random people, just because you were still angry at the previous squad make you feel better? I hope not man, because that's a bit twisted. I get a little concerned when I think about what this game does to decent people (like you seem to be) and causes them to start stooping down to others' toxicity levels.
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I play on console (ps4) and what I see there is a lot of frustrating play from both killers and survivors between yellow and green ranks, but honestly as soon as you get into purples, you start to encounter more and more killers who want to play the game and actually try to win. At Red ranks I get camped every 1 in 10-15 games at worst. I don't know why people keep bashing console killers so much.. It's really not as bad as it's often made out to be.
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I've always flailed my hands when I don't want to get rescued. When it's safe or I want to signal my teammate to farm me even if it's unsafe I'll hold the hook to 99%.
Considering how often I die on first hook, these are not reliable signals anymore 😂
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/914649#Comment_914649
What about neat stats that won't be controversial in any way? Like average amount of teabags per character? 😅
Ghostface takes the trophy, with claud following in second place if you count crouching in bushes 😁
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I'd love that! It will look so cute on the demodog!!
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@lynelmane said:
https://forum.deadbydaylight.com/en/discussion/comment/913840#Comment_913840
He costs currency, whether it be shards (playtime) or cells (real money). he is not free.
You're right, I wasn't specific with my comment. It was referred to this part of OP's post, which seems to twist the truth a bit to fit their narrative:
"If the flick was never intended, why was it left in only until after his release when players were very excited to drop cash on what used to be a universally enjoyed killer who is now simply Hillbilly #3?"